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Other Projects => Other Games => Topic started by: ndkid on May 20, 2019, 02:32:24 pm

Title: Rule the Waves 2
Post by: ndkid on May 20, 2019, 02:32:24 pm
A few years back, on a thread about complex games, someone suggested "Rule the Waves": http://www.bay12forums.com/smf/index.php?topic=158588.msg7034609#msg7034609
I ended up purchasing that game, and rather enjoying it. It places you as the head of the Navy for a world power in the WWI+Interwar period, when the navies were engaged in research and construction programs to see who could field the most biggest guns. You get to decide not only on ship design and construction and research priorities, but also have imperfect impacts on diplomatic relationships, nudging your country toward or away from war. (And often left feeling like, if only you could delay war a few more months, your new battleship will have entered service and you'll finally feel ready.)

I'm a sucker for warship construction (both for wet and space navies), and the bare bones, dated look of the interface appealed to me.

By the time I got into RtW, talk about a sequel was already going, and sometime last year, I think, they officially announced Rule the Waves 2, which would bring the game into the WW2 and post-war period, meaning the entry of naval aviation into warfare.

Over the weekend, RtW2 was released. I'm starting back at 1900, with Germany. I managed to win a few minor colonies from Britain in a small war in 1905, but after scrapping some obsolete ships in early 1911 without sufficient replacements, Britain sought revenge, and I've been fighting a conservative war while wishing there were some way to speed up the commissioning of my new Battleship with her beautiful 14" guns.

Free demo available here: http://nws-online.proboards.com/thread/2002/rtw2-demo-download-link-live
Here's a LP someone's posted: https://www.youtube.com/watch?v=O5zy9BAlnhA
Title: Re: Rule the Waves 2
Post by: Knave on May 21, 2019, 08:01:05 am
The ship construction is a real treat I gotta say. Wish I was on my home computer so I could share some photos.

I picked it up over the weekend and I'm about 15 years into my first game as Italy. My 2nd war with France just popped off after allegations that they were behind the funding of an anarchist group that blew up one of my ministers.

All my designs are crap I'm sure, still trying to learn the best way to optimize ships and their roles. Really looking forward to getting some proper carrier tech int he next 5-10 years so I can rule the Mediterranean with an Iron boot.
Title: Re: Rule the Waves 2
Post by: ndkid on May 21, 2019, 10:01:23 am
I thought I was bringing the UK to its knees in my second war against them as Germany, but then I helped slip a communist revolutionary into England, and his ideals ending up spreading among my population even more than the King's, leading to the Kaiser being executed and the Socialist Republic of Germany being formed. Thankfully, they kept me on as head of the Department of Navy. :-)
In the 10 years since, I managed to take a couple of outlying areas from Russia, and fought what was exclusively a trade war with Japan. It's 1927 now, and my first CVLs are entering service. My fighter designs are relatively weak, but I think my torpedo bomber designs are pretty strong. I don't see aviation becoming a major part of my navy, but we'll see.

Edit: Now it's early 1928, and I'm at war with France, and we have a massive scrap in the English Channel and North Sea. I have 6 BB and 3 CVL (one convert, two design), plus a large screening force; France is fielding 2 BB, 4 BC, and a CVL plus its screens. The 16 torpedo bombers I had between the two Ausonia-class escort carriers proved more decisive than expected, as the two French BBs outgunned me with their 16" mains and 12.5" belt armor. But the French BCs scouted out too far from the BBs, leaving them vunerable to an airstrike. Two torpedos found their home, and after my battle fleet had dealt with the BCs, we were able to take some nasty shots from the BBs as part of getting close enough that our 14" guns could pierce it. When the smoke cleared, both French BBs and two French BCs had been sunk, with the other two BCs needing to be put in drydock for several months, without seeing a single ship of the German People sunk.

Edit Edit: A few weeks after France lost most of its capital ships against me, Britain entered the war on France's side, and my allies, the Japanese, sent some ships to the Atlantic to support us. Time will tell whether Russia, Italy, or the USA get pulled in. (I should really turn this into a Let's Play or something, I guess.)
Title: Re: Rule the Waves 2
Post by: Knave on May 21, 2019, 01:11:57 pm
Edit: Now it's early 1928, and I'm at war with France, and we have a massive scrap in the English Channel and North Sea. I have 6 BB and 3 CVL (one convert, two design), plus a large screening force; France is fielding 2 BB, 4 BC, and a CVL plus its screens. The 16 torpedo bombers I had between the two Ausonia-class escort carriers proved more decisive than expected, as the two French BBs outgunned me with their 16" mains and 12.5" belt armor. But the French BCs scouted out too far from the BBs, leaving them vunerable to an airstrike. Two torpedos found their home, and after my battle fleet had dealt with the BCs, we were able to take some nasty shots from the BBs as part of getting close enough that our 14" guns could pierce it. When the smoke cleared, both French BBs and two French BCs had been sunk, with the other two BCs needing to be put in drydock for several months, without seeing a single ship of the German People sunk.

Edit Edit: A few weeks after France lost most of its capital ships against me, Britain entered the war on France's side, and my allies, the Japanese, sent some ships to the Atlantic to support us. Time will tell whether Russia, Italy, or the USA get pulled in. (I should really turn this into a Let's Play or something, I guess.)

Would definitely love to hear more as it happens!

Everything I've read seems to point to Torpedo Bomber spam being quite powerful if you're first out of the gate with it. Especially in the 20's when there is little to counter with it. I wonder if they'll take steps to nerf airpower early on.
Title: Re: Rule the Waves 2
Post by: AlStar on May 21, 2019, 01:49:47 pm
Although certainly sometimes historical accuracy must bow before game balance... shouldn't torpedo bombers be absolutely devastating before your opponent gets AA and/or a fighter cap to protect their ships? I mean, that's why carriers won the War.
Title: Re: Rule the Waves 2
Post by: Knave on May 21, 2019, 02:04:38 pm
Although certainly sometimes historical accuracy must bow before game balance... shouldn't torpedo bombers be absolutely devastating before your opponent gets AA and/or a fighter cap to protect their ships? I mean, that's why carriers won the War.

Ha ha, no doubt!

I think a lot of it has to stem from them being too efficient early on than is historical? Fast turn around times for fueling/rearming along with limitless refills of torpedos.

Though I imagine it mainly comes with the player having the foresight of how powerful a carrier-based attack will become in comparison to the big old battleships centric tactics of yore. The game has an option to include technological variance in the game to try and replicate not really knowing which type of warfare will be most effective. Torpedos/planes/zepplins/subs/guns etc. becoming more or less effective, as well as slowing tech rates down if players want to keep the dreadnought era going longer.
Title: Re: Rule the Waves 2
Post by: a1s on May 21, 2019, 03:41:46 pm
I mean, that's why carriers won the War.
Carriers won the war in the 40s. It's (a bit) like saying Napoleonic troops should dig in, because trenches helped the French survive 4 years of continuous war (which they did- impervious to anything from small arms to the highest caliber of artillery, The Trench was WWI's greatest military device.)

(I know trenches were invented long before WWI, same as planes being around since 1900s, but they were never used to greater effect before or arguably since)
Title: Re: Rule the Waves 2
Post by: ndkid on May 21, 2019, 03:49:40 pm
Although certainly sometimes historical accuracy must bow before game balance... shouldn't torpedo bombers be absolutely devastating before your opponent gets AA and/or a fighter cap to protect their ships? I mean, that's why carriers won the War.

Ha ha, no doubt!

I think a lot of it has to stem from them being too efficient early on than is historical? Fast turn around times for fueling/rearming along with limitless refills of torpedos.

Though I imagine it mainly comes with the player having the foresight of how powerful a carrier-based attack will become in comparison to the big old battleships centric tactics of yore. The game has an option to include technological variance in the game to try and replicate not really knowing which type of warfare will be most effective. Torpedos/planes/zepplins/subs/guns etc. becoming more or less effective, as well as slowing tech rates down if players want to keep the dreadnought era going longer.

I only have a few anecdotes to work from, so far, but it definitely seems like, even if I just have a half-dozen TBs going up against a warship with little to no AA or CAP, their torps *will* be on target and *will* explode, both of which seem out-of-sorts with the reality of targeting torps and torp dud rates of the intrawar era. I imagine this is something they'll fiddle with the balance of as they update.
Title: Re: Rule the Waves 2
Post by: ndkid on May 21, 2019, 03:52:37 pm
Ha ha, no doubt!

I think a lot of it has to stem from them being too efficient early on than is historical? Fast turn around times for fueling/rearming along with limitless refills of torpedos.

Though I imagine it mainly comes with the player having the foresight of how powerful a carrier-based attack will become in comparison to the big old battleships centric tactics of yore. The game has an option to include technological variance in the game to try and replicate not really knowing which type of warfare will be most effective. Torpedos/planes/zepplins/subs/guns etc. becoming more or less effective, as well as slowing tech rates down if players want to keep the dreadnought era going longer.
They have the enabling tech chain (can convert CVLs, then can convert CVs, then can build CVLs, then can build CVs), so they may just need to either make that chain longer to work through. I definitely feel like the 16 TBs I had in that battle should not have been nearly enough to land several torps on a pristine BB in their first battle, so I think there's probably some tweaking to do there, as well. (Additionally, I suspect the dud rates on WWI and intrawar era boats is lower than it should be even outside the TB case.)
Title: Re: Rule the Waves 2
Post by: se5a on May 22, 2019, 02:38:37 pm
looks very aurora-ish.
let me know if anyone gets it running on linux and how you did it, might see if I can add it to steam as a non steam game and see if it'll run through proton.
Title: Re: Rule the Waves 2
Post by: ndkid on May 22, 2019, 04:59:51 pm
Soooo, that war with France and Britain ended up taking a turn for the worse, and I ended up losing about 10 prestige and most of the big ships in the navy. So 1930 rolls around, and a right wing politician comes to me and says that he's planning a coup and wants the navy's support. And, I miss the Kaiser, and he's promising an increased naval budget and increased power, so I figure, sure, why not.
... turns out he was, um, a bit more of a right-wing German than I originally expected. The flag is... err... rather Red & Black now.

(https://media1.giphy.com/media/uWZ30GuMKfcoo/giphy.gif)
Title: Re: Rule the Waves 2
Post by: Karlito on May 22, 2019, 06:06:53 pm
looks very aurora-ish.
let me know if anyone gets it running on linux and how you did it, might see if I can add it to steam as a non steam game and see if it'll run through proton.

There's people on the NWS forums have had some success with WINE, I believe.
Title: Re: Rule the Waves 2
Post by: Knave on May 22, 2019, 06:30:05 pm
Soooo, that war with France and Britain ended up taking a turn for the worse, and I ended up losing about 10 prestige and most of the big ships in the navy. So 1930 rolls around, and a right wing politician comes to me and says that he's planning a coup and wants the navy's support. And, I miss the Kaiser, and he's promising an increased naval budget and increased power, so I figure, sure, why not.
... turns out he was, um, a bit more of a right-wing German than I originally expected. The flag is... err... rather Red & Black now.


10/10 would fascist again?
Did you get some unlucky matchups and loss carrier superiority? Hope you get your revenge soon enough!
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 23, 2019, 05:35:06 pm
Soooo, that war with France and Britain ended up taking a turn for the worse, and I ended up losing about 10 prestige and most of the big ships in the navy. So 1930 rolls around, and a right wing politician comes to me and says that he's planning a coup and wants the navy's support. And, I miss the Kaiser, and he's promising an increased naval budget and increased power, so I figure, sure, why not.
... turns out he was, um, a bit more of a right-wing German than I originally expected. The flag is... err... rather Red & Black now.


10/10 would fascist again?
Did you get some unlucky matchups and loss carrier superiority? Hope you get your revenge soon enough!

Let's see:
Germany lost a war and went Fascist.  At least we know the game is historically accurate...
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 24, 2019, 10:58:46 am
Ha ha, no doubt!

I think a lot of it has to stem from them being too efficient early on than is historical? Fast turn around times for fueling/rearming along with limitless refills of torpedos.

Though I imagine it mainly comes with the player having the foresight of how powerful a carrier-based attack will become in comparison to the big old battleships centric tactics of yore. The game has an option to include technological variance in the game to try and replicate not really knowing which type of warfare will be most effective. Torpedos/planes/zepplins/subs/guns etc. becoming more or less effective, as well as slowing tech rates down if players want to keep the dreadnought era going longer.
They have the enabling tech chain (can convert CVLs, then can convert CVs, then can build CVLs, then can build CVs), so they may just need to either make that chain longer to work through. I definitely feel like the 16 TBs I had in that battle should not have been nearly enough to land several torps on a pristine BB in their first battle, so I think there's probably some tweaking to do there, as well. (Additionally, I suspect the dud rates on WWI and intrawar era boats is lower than it should be even outside the TB case.)

I think it's important know that in the history of your game, you basically Unleashed your new technology.  So makes sense the effects on the enemy would be devastating.
Title: Re: Rule the Waves 2
Post by: Ghazkull on May 24, 2019, 01:02:55 pm
Okay so far Torpedo Light Cruisers and Destroyers seems the way to go...the insane amount of convoy raiding and lucky "whoops my Destroyer/CL just sunk an enemy battleship" moments just make it worth. Gonna go for my new Battleship Class now: The Imperator with 52000 tons with 36 Torpedo tubes for the memes and 14 16 inch cannons at 24 knots and an 18 inch belt no less...tremble british navy....quaaake.
Title: Re: Rule the Waves 2
Post by: Knave on May 24, 2019, 01:37:00 pm
Okay so far Torpedo Light Cruisers and Destroyers seems the way to go...the insane amount of convoy raiding and lucky "whoops my Destroyer/CL just sunk an enemy battleship" moments just make it worth. Gonna go for my new Battleship Class now: The Imperator with 52000 tons with 36 Torpedo tubes for the memes and 14 16 inch cannons at 24 knots and an 18 inch belt no less...tremble british navy....quaaake.

That sounds amazing, please post results. I would imagine that torp-spam would get less effective as time wore on with improved torpedo defense research starts getting up there. But if you're rocking 52k tons, I imagine you're already mid-game at least!
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 29, 2019, 04:32:28 pm
Speaking of realism:

So I was playing Imperialistic Austria-Hungary, taking over the Mediterranean one island at a time.  Then Italy, my favorite punching bag, gets an alliance with Russia.  So what, the inept bear wants to try fishing in my pond.  But Russia is allied with United Kingdom, so I figure I'm boned.

I try everything in my power to avoid war with the Triple Alliance, but then one of them (I think Fascist Italy) declares war on ME.  So they all declare war on me.

I lose my first naval battle, as expected.  My country is under blockade.  Then, the mighty British Empire's fleet engages mine, Battleship vs. Battleship.

Turret hit on British Battleship, boom Battleship blows up.
Turret hit on British Battleship, boom Battleship blows up.
I guess the British are about as good at handling their ammo stores in my game as in real life.  And then I'm the one blockading Italy.
Title: Re: Rule the Waves 2
Post by: Knave on May 29, 2019, 09:45:33 pm
2nd bug fix is available! (http://nws-online.proboards.com/thread/2250/rtw2-v1-02-update-available)

Seems like some nice, but mostly minor bug squishes.

Spoiler (click to show/hide)
Title: Re: Rule the Waves 2
Post by: Vivalas on May 29, 2019, 10:47:59 pm
Quote
If Austria goes communist, it will be led by a Chairman

Did Communist Austria have a kaiser before or something?  ??? Seems like a feature lol


I played through the demo and love it, will probably get it, although in my demo game that I kinda want to continue I was trying to rush into war in the last year so I could use my converted light carriers, and now as UK I have pretty high tension with US, which seems.... ahistorical.

I get it is supposed to be historical fiction game but I wish there was an option for historical alliances. I don't know much about interwar politics but I can't wrap my head around Britain and the US fighting... even with War Plan Red being a thing and whatnot.
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 30, 2019, 04:26:49 am
Quote
If Austria goes communist, it will be led by a Chairman

Did Communist Austria have a kaiser before or something?  ??? Seems like a feature lol


I played through the demo and love it, will probably get it, although in my demo game that I kinda want to continue I was trying to rush into war in the last year so I could use my converted light carriers, and now as UK I have pretty high tension with US, which seems.... ahistorical.

I get it is supposed to be historical fiction game but I wish there was an option for historical alliances. I don't know much about interwar politics but I can't wrap my head around Britain and the US fighting... even with War Plan Red being a thing and whatnot.

There was some US interest in entering WW1 on the side of the Germans prior to the U-Boat attack on the Lusitania.
Title: Re: Rule the Waves 2
Post by: a1s on May 30, 2019, 03:59:12 pm
as UK I have pretty high tension with US, which seems.... ahistorical.
Not at all. This might be a bit off, because of course they spent the most time trying to figure out ways to defeat the best navy, but almost half of the plans US navy had by the outbreak WWII dealt with a possible war with Britain (War Plan Red.)
Also Japan though (War Plan Orange.) German fleet was not considered meaningful, which coupled with it suddenly being based in France (bypassing the North sea) was the reason US operations in the Atlantic were such a travesty compared to their operations in the Pacific.
Title: Re: Rule the Waves 2
Post by: Blaze on May 30, 2019, 05:44:41 pm
So I managed to squeeze together a double DP gun, two torpedoes, a mine sweeper, 2 K guns, backup DP charges, 4 AA LMGs, and 20 mines on a 20 knot hull with 800 displacement.

Speed aside - because by the Emperor this thing still faster than 90% of my fleet - is there a reason I shouldn't just build a dozen or so of these ships and send them to commerce raid France who we are almost at war with due to Dinkplomacy?
Title: Re: Rule the Waves 2
Post by: Urist McScoopbeard on May 30, 2019, 08:47:04 pm
So would you guys suggest diving into RtW2 or start with RtW1? Also what is considered the "best" NWS game?

Scratch that. I am too intrigued and couldn't resist picking RtW2 up. Is there a tutorial somewhere?
Title: Re: Rule the Waves 2
Post by: Knave on May 30, 2019, 09:52:15 pm
So I managed to squeeze together a double DP gun, two torpedoes, a mine sweeper, 2 K guns, backup DP charges, 4 AA LMGs, and 20 mines on a 20 knot hull with 800 displacement.

Speed aside - because by the Emperor this thing still faster than 90% of my fleet - is there a reason I shouldn't just build a dozen or so of these ships and send them to commerce raid France who we are almost at war with due to Dinkplomacy?

I'm assuming these are corvettes, and by the sounds of it I imagine even if they can raid they'll be caught and unable to run at only 20 knots! But as a Trade Protection ship. Probably a good choice.

So would you guys suggest diving into RtW2 or start with RtW1? Also what is considered the "best" NWS game?

Scratch that. I am too intrigued and couldn't resist picking RtW2 up. Is there a tutorial somewhere?

Don't think there are any dedicated tutorials for RTW2 yet but check out:

Tortuga Power (https://www.youtube.com/user/sexyneckbeard) Has extensive series on running RTW and is doing a lot of RTW2
and
The Historical Gamer (https://www.youtube.com/user/thehistoricalgamer) Has much less RTW2 content but has a few getting started videos that might be useful!
Title: Re: Rule the Waves 2
Post by: Karlito on May 30, 2019, 11:42:52 pm
So I managed to squeeze together a double DP gun, two torpedoes, a mine sweeper, 2 K guns, backup DP charges, 4 AA LMGs, and 20 mines on a 20 knot hull with 800 displacement.

Speed aside - because by the Emperor this thing still faster than 90% of my fleet - is there a reason I shouldn't just build a dozen or so of these ships and send them to commerce raid France who we are almost at war with due to Dinkplomacy?

The reason is having mines, minesweeping, or ASW don't make a ship a good commerce raider?

In fact, you should avoid having minesweeping or other specialized gear on your ASW ships, since it lowers their ASW rating.
Title: Re: Rule the Waves 2
Post by: Vivalas on May 31, 2019, 09:08:10 am
So I managed to squeeze together a double DP gun, two torpedoes, a mine sweeper, 2 K guns, backup DP charges, 4 AA LMGs, and 20 mines on a 20 knot hull with 800 displacement.

Speed aside - because by the Emperor this thing still faster than 90% of my fleet - is there a reason I shouldn't just build a dozen or so of these ships and send them to commerce raid France who we are almost at war with due to Dinkplomacy?

I'm assuming these are corvettes, and by the sounds of it I imagine even if they can raid they'll be caught and unable to run at only 20 knots! But as a Trade Protection ship. Probably a good choice.

So would you guys suggest diving into RtW2 or start with RtW1? Also what is considered the "best" NWS game?

Scratch that. I am too intrigued and couldn't resist picking RtW2 up. Is there a tutorial somewhere?

Don't think there are any dedicated tutorials for RTW2 yet but check out:

Tortuga Power (https://www.youtube.com/user/sexyneckbeard) Has extensive series on running RTW and is doing a lot of RTW2
and
The Historical Gamer (https://www.youtube.com/user/thehistoricalgamer) Has much less RTW2 content but has a few getting started videos that might be useful!

Tortuga Power is an amazing RtW2 LPer. A bonus cool thing is he lets you put ship names in a spreadsheet to "captain" a ship. There is also a whole cool little community of roleplayers who roleplay various kriegsmarine officers in his navy in the comment section and it adds so much depth to the series.

Speaking of which, are there more content updates planned ever? Something like Aurora's officer system would be pretty cool in RtW.
Title: Re: Rule the Waves 2
Post by: ndkid on May 31, 2019, 11:13:58 am
So I managed to squeeze together a double DP gun, two torpedoes, a mine sweeper, 2 K guns, backup DP charges, 4 AA LMGs, and 20 mines on a 20 knot hull with 800 displacement.

Speed aside - because by the Emperor this thing still faster than 90% of my fleet - is there a reason I shouldn't just build a dozen or so of these ships and send them to commerce raid France who we are almost at war with due to Dinkplomacy?

I'm assuming these are corvettes, and by the sounds of it I imagine even if they can raid they'll be caught and unable to run at only 20 knots! But as a Trade Protection ship. Probably a good choice.

So would you guys suggest diving into RtW2 or start with RtW1? Also what is considered the "best" NWS game?

Scratch that. I am too intrigued and couldn't resist picking RtW2 up. Is there a tutorial somewhere?

Don't think there are any dedicated tutorials for RTW2 yet but check out:

Tortuga Power (https://www.youtube.com/user/sexyneckbeard) Has extensive series on running RTW and is doing a lot of RTW2
and
The Historical Gamer (https://www.youtube.com/user/thehistoricalgamer) Has much less RTW2 content but has a few getting started videos that might be useful!

Tortuga Power is an amazing RtW2 LPer. A bonus cool thing is he lets you put ship names in a spreadsheet to "captain" a ship. There is also a whole cool little community of roleplayers who roleplay various kriegsmarine officers in his navy in the comment section and it adds so much depth to the series.

Speaking of which, are there more content updates planned ever? Something like Aurora's officer system would be pretty cool in RtW.
I think they're looking at handling Missiles, next, which could conceivably stretch the time range of the series even farther.
Also, if you like Aurora's officer system, I'd recommend Solar War, which has combat similar to RtW, and research and theming more like old X-Com, and is my favorite officer system of any game I've played. https://store.steampowered.com/app/340880/Solar_War/
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 31, 2019, 11:28:26 am
So I managed to squeeze together a double DP gun, two torpedoes, a mine sweeper, 2 K guns, backup DP charges, 4 AA LMGs, and 20 mines on a 20 knot hull with 800 displacement.

Speed aside - because by the Emperor this thing still faster than 90% of my fleet - is there a reason I shouldn't just build a dozen or so of these ships and send them to commerce raid France who we are almost at war with due to Dinkplomacy?

Because destroyers can't be used as raiders, sorry.  You also can't commerce raid until war is actually declared.

Although, it sounds like your plan might be to place them along France's coastline, so that when war is declared you can have them beat on the French navy (and probably sink quite a few of their submarines), for which sounds like great fun indeed.
Title: Re: Rule the Waves 2
Post by: Culise on May 31, 2019, 07:19:37 pm
So would you guys suggest diving into RtW2 or start with RtW1? Also what is considered the "best" NWS game?

Scratch that. I am too intrigued and couldn't resist picking RtW2 up. Is there a tutorial somewhere?
In case anyone else has the same question, though, I'd say that unless you dislike their new activation policy for RtW2, go with it over its predecessor.  It's basically RtW1 plus more, from everything I've seen and heard. 
Title: Re: Rule the Waves 2
Post by: Urist McScoopbeard on May 31, 2019, 08:21:52 pm
Loving the game so far.

Even after reading the (original?) manual, I do have some questions. How do you keep abreast the times in tonnage? I absolutely dominated Italy as Austria-Hungary in my first war, but by the time the second (major) war rolled around in the 20s my battleships were half the size of France's, my battlecruisers speedy as hell but getting sunk left and right, and all my other ships basically useless--during the decisive engagement of the war I was hitting their BBs and BCs somewhere in the vicinity of 4-1 to 10-1 as many times as they were hitting mine but they just bodied the shots.

Speaking of which, how important is overall tonnage, and is there a button to design rebuilds? I cant seem to find one?

Finally, any design tips I should know? Like a good speed to keep the ships, etc.

EDIT: I do not envy rebuilding what is essentially a 100% obsolete navy in 1927 :( My battlefleet is gone and the bulk of my lighter ships are approaching 20 years old or worse.

Also what are the different roles of cruisers and destroyers? I am having a bit of a design theory crisis.
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 31, 2019, 10:10:01 pm
1) Austria-Hungary is hard mode, its the hardest nation in the game (except maybe England).
2) You can have other countries build your ships, preferably allies, in order to build larger than your dock.  Also, don't forget to expand your dock, especially as AH.
3) Don't fight battles you can't win.  All those absolutely antiquated ships can still put up a good blockade, if you have the numbers of ships on your side.
4) You're using the intelligence system, right?  Your spies should have told you about the French ships well in advance of your war.
5) Design rebuilds by right clicking your ships, and selecting design rebuild.
6) With the enemy having BCs, cruisers are best used as raiders, which means cheap cheap cheap and long range.  Otherwise, they fight fast ships of the enemy, but in your case, they'll just get ganked by the BCs.  If you want to try running around the BCs and destroying merchant ships, go for speed and lots of smaller caliber guns.
7) I typically use my destroyers as Trade Protection ships, although they typically support your other ships, either as a support division that follows you around, or as Coastal Defense forces.  Torpedo boats mainly, so max speed and torpedoes, maybe put on a gun or two to fight merchant ships.  Maybe equip with mines so enemy ships more likely to hit a mine (its abstracted out based on the ships you have with minelaying capability).
8 ) If you have any aircraft that can drop bombs, build up your airports.  France doesn't have much territory in the Mediterranean, and you do, so your airplanes can start to wreck havoc on the French Fleet.
9) Don't despair about your fleet: in the late 20s, everybody has to transition over from battleships to aircraft carriers anyways.  You just don't have those soon-to-be obsolete battleships to maintain, so congrats.  Pick the largest tug you still have left and turn in into your first aircraft carrier.

Good luck, France isn't that hard, although they're not as wimpy as Italy, and you have to move your fleet to blockade their coastline.
Title: Re: Rule the Waves 2
Post by: Karlito on June 02, 2019, 12:24:12 am
Loving the game so far.

Even after reading the (original?) manual, I do have some questions. How do you keep abreast the times in tonnage? I absolutely dominated Italy as Austria-Hungary in my first war, but by the time the second (major) war rolled around in the 20s my battleships were half the size of France's, my battlecruisers speedy as hell but getting sunk left and right, and all my other ships basically useless--during the decisive engagement of the war I was hitting their BBs and BCs somewhere in the vicinity of 4-1 to 10-1 as many times as they were hitting mine but they just bodied the shots.

Speaking of which, how important is overall tonnage, and is there a button to design rebuilds? I cant seem to find one?

Finally, any design tips I should know? Like a good speed to keep the ships, etc.

EDIT: I do not envy rebuilding what is essentially a 100% obsolete navy in 1927 :( My battlefleet is gone and the bulk of my lighter ships are approaching 20 years old or worse.

Also what are the different roles of cruisers and destroyers? I am having a bit of a design theory crisis.

Do you know about the almanac? You can see every ship in the world that's been built and get some basic data on their designs. Check it often.
Title: Re: Rule the Waves 2
Post by: Dostoevsky on June 02, 2019, 01:24:30 pm
And if, by chance, you're playing with variable technologies enabled, always be a bit cautious.

Doing my first run of RtW2, and wondering what all the hubbub about aircraft is -- in the early 40s at this point focusing on aircraft technologies, but me (and the rest of the world) are still relying on battlecruisers and battleships, since aircraft generally seem to be 'not that great'.

As to ship roles, light cruisers and cruisers often end up being a budget option to the bigger battlecruisers and battleships. Light cruisers ideally will be a bit faster than battlecruisers, though, so they can raid/harass while still being able to run away. Since engagements won't always be big pitched battles, having a robust enough fleet to handle the smaller actions is helpful - in this game I kind of neglected light cruisers, and ended up in a war where every smaller action had me with just a 20-year-old light cruiser instead of my shiny battlecruisers.

Destroyers are good as trade escorts, but also make good screens against other lighter vessels. At night or rough weather they can easily get close enough to launch torpedoes, allowing them to punch far beyond their weight. (Which also means, if visibility is terrible it may not be safe to make the battlecruiser your vanguard.)
Title: Re: Rule the Waves 2
Post by: Urist McScoopbeard on June 02, 2019, 03:02:10 pm
Thanks for being so helpful peeps.

I have some more questions, after my first Austria-Hungary run (not finished, I just kinda wanted to restart) I am playing AH again and am wondering about fleet composition and rebuilds.

Questions:

1.) Is rebuilding ever worth it? In a test game I rebuilt my initial pre-dreadnought battleships into CAs, but their maintenance shot up and while theyre big guns were good at going toe to toe with the Italians they were otherwise fairly poor and often got outmaneuvered or stranded in larger operations. Likewise it seems infinitely cheaper to just build new ships.

2.) Even after looking at other designs, and building from existing designs, I am still having some trouble with ship design. Mostly BBs and BCs, how important is speed vs armor vs guns? I seem to have fairly speedy and durable designs, but I am almost always outlasted by the Italians (in my test game) and end up losing one or two of my core ships to engine hits without effectively damaging the Italian ships.

3.) in battle, how much of the operation do you leave to the AI and how much do you handle yourself? I've been increasingly frustrated as of late when my ships attack piecemeal or simply refuse to give battle with an equal or superior force.

Also would anyone be interested in a lets play or forum game of Austria Hungary???
Title: Re: Rule the Waves 2
Post by: Vivalas on June 02, 2019, 04:20:02 pm
I'm very curious at what would happened if I played AH but made my whole legacy fleet fast torpedo destroyers and did nothing but build more of them. If you just stick to night attacks and then swarm them from all sides, it seems like it could be very effective-- granted this tactic is why DDs and screening escorts were developed in the first place, at a large scale I don't think most AI fleets could counter it.
Title: Re: Rule the Waves 2
Post by: Vivalas on June 02, 2019, 04:29:38 pm
Thanks for being so helpful peeps.

I have some more questions, after my first Austria-Hungary run (not finished, I just kinda wanted to restart) I am playing AH again and am wondering about fleet composition and rebuilds.

Questions:

1.) Is rebuilding ever worth it? In a test game I rebuilt my initial pre-dreadnought battleships into CAs, but their maintenance shot up and while theyre big guns were good at going toe to toe with the Italians they were otherwise fairly poor and often got outmaneuvered or stranded in larger operations. Likewise it seems infinitely cheaper to just build new ships.

2.) Even after looking at other designs, and building from existing designs, I am still having some trouble with ship design. Mostly BBs and BCs, how important is speed vs armor vs guns? I seem to have fairly speedy and durable designs, but I am almost always outlasted by the Italians (in my test game) and end up losing one or two of my core ships to engine hits without effectively damaging the Italian ships.

3.) in battle, how much of the operation do you leave to the AI and how much do you handle yourself? I've been increasingly frustrated as of late when my ships attack piecemeal or simply refuse to give battle with an equal or superior force.

Also would anyone be interested in a lets play or forum game of Austria Hungary???

1. Rebuilding seems to be generally only worth it for larger guns and better fire controls. Refitting engines on a battleship from coal to oil costs almost as much as building a new cruiser or a handful of destroyers.

2. Generally the strategy for armor is to have at least enough armor to beat your own guns at 5k yards, and to go up from there for extra durability. Armor vs speed is always an interesting question, since greater armor will help your older ships remain non-obsolete, while speed is generally very important over all.

3. I typically control the main BB line and use the AI formations around it, and perhaps the satellite cruiser formations as well. One of my favorite things about RtW2 actually is how useful the AI is in battle. I can actually focus on tactics than just micromanagement. Generally I just switch formations on and off AI as the situation changes. Unknown contacts NE of the battleline? Break off a line of cruisers to investigate. The hierarchical AI is really cool, since whatever destroyer escorts the cruisers have will automatically go with them and maintain a screen with minimal input from you. The coastal patrol AI is cool too. Its always neat sailing towards a reported skirmish along the coast and seeing all of the destroyers swarming in to make one poor enemy cruiser very aware of its mistake.
Title: Re: Rule the Waves 2
Post by: ndkid on June 02, 2019, 06:29:29 pm
Thanks for being so helpful peeps.
1.) Is rebuilding ever worth it? In a test game I rebuilt my initial pre-dreadnought battleships into CAs, but their maintenance shot up and while theyre big guns were good at going toe to toe with the Italians they were otherwise fairly poor and often got outmaneuvered or stranded in larger operations. Likewise it seems infinitely cheaper to just build new ships.
I think the main value to rebuilding is that it gets you a ship sooner. If you're in the middle of a war, or think one is looming, and you don't think that old BB can cut it as a BB, getting a new raider out of it in 12 months might be what you want. The second case where I rebuild is when converted CVLs become available, because, especially if you want carriers as early as possible, there's a point where you need a carrier to put your ship air ops research at high priority. (This can be valuable for scouting, too, but not as much for offense, since you'll pretty much never have torp bombers at the point you can start doing CVL conversions.)

2.) Even after looking at other designs, and building from existing designs, I am still having some trouble with ship design. Mostly BBs and BCs, how important is speed vs armor vs guns? I seem to have fairly speedy and durable designs, but I am almost always outlasted by the Italians (in my test game) and end up losing one or two of my core ships to engine hits without effectively damaging the Italian ships.
I am by no means a tactical expert in RtW, but what I have found is that the AI is not amazing at maintaining range advantage when it has a slight speed advantage, so if you can at least stay close to your opponent's speed, you'll be okay, but being faster is better. I'm finding armor a little harder to calibrate than it used to be, because while it still reports gun effectiveness in terms of inches of penetration, the new system makes armor more effective rather than lighter, making it (From what I can tell) much harder to determine whether you have enough armor for the task. Basically, I try to get to a 12" belt on my BBs as soon as possible, and work from there.

3.) in battle, how much of the operation do you leave to the AI and how much do you handle yourself? I've been increasingly frustrated as of late when my ships attack piecemeal or simply refuse to give battle with an equal or superior force.
Part of me wishes RtW took either a step in the micro direction, and had you always telling every division what to do, or a step back, and didn't even give you the choice of micromanaging the flagship division. Overall, I focus on my lead division, and accept that, excepting carriers, my other ships are going to be useless.
Title: Re: Rule the Waves 2
Post by: Urist McScoopbeard on June 02, 2019, 08:39:27 pm
I am once again, 20 years into another AH run. This time I won a lengthy 1st war with Italy and took the torch to France's mediterranean possessions with modern 20-40k battleships (probably a bit ahead of their time in 1910-17).

I have mostly left the battling to the AI unless I see an obvious advantage to exploit, sometimes its too tempting to run two CAs past a damaged CL and DD to blow up 15 merchant vessels.

Likewise, I have avoided rebuilding ships. However, I am facing the problem of what to do with older designs. It was an easy decision to scrap Austria's disastrous legacy Bs, but in a campaign where I have to make some decisions its difficult for me to get rid of ancient CAs and CLs. Not sure what to do with them? DDs are both easy to replace and if its not financially feasible fine to keep around for trade protection, so no problem there.

Just made my first purpose CVLs so no conversions necessary.

ALSO, everyone has corvettes but im not sure what theyre used for? Minesweeping?
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 02, 2019, 10:42:05 pm
If it helps any, a Corvette can be thought of as a larger destroyer without torpedoes.  Mine sweeping, mine laying, scouting, coastal defense, trade escort, colony postings, these can all be done by the Corvette.

But, since you're playing as AH, a destroyer is usually better, since torpedoes can sink battleships, but light guns usually can't.  It may be worthwhile to design Corvettes, as even if you never build them, they still appear as coastal defense ships.
Title: Re: Rule the Waves 2
Post by: Dostoevsky on June 03, 2019, 08:53:48 am
Yeah. Corvettes really aren't suitable for fighting in actual battles in every respect, but are (comparatively) dirt cheap to make and can fulfill trade protection requirements of X ships. They're useful in the strategic layer (e.g. fending off raiders and submarines), not really in the combat layer.

Since they're so basic they also don't really need to be updated much, so you can build a dozen then let them do their thing for decades without touching them.

Doing conversion CVLS with old hulls also isn't that bad of a thing; while the number of planes they can field isn't great, they're more useful than the old ships and can get good ASW capacity. Assuming you're not touching the machinery it's not terribly expensive to do, but their speed may relegate them to trade protection duties. I think their maintenance once converted may not be terrible? Don't quote me on that, though...
Title: Re: Rule the Waves 2
Post by: Urist McScoopbeard on June 03, 2019, 11:53:55 am
Thanks again for the crash course in RtW peeps.

Its 1942 and I've taken control of all of the Mediterranean outside of the UKs possessions, Sicily (Italy), and Albania (Neutral). The last few wars have been a bit grindy taking my destroyers down from the mid 70s to around 40 and losing my antiquated CAs. The only real blow came when my experimental BC was sunk in a surprise duel with two Italian BCs (RIP, it was too lightly armored though so it was for the best).

Over the past decade I scrapped my 20k Bs and remaining CAs and CLs--not to mention my destroyers below 900 tons. I've rounded out my BB squadron with five 40k+ ships and an old transitional 30k one (of varying ages). 3 CVs, 2CVLs, and 10 brand new CL raiders compose the core of my fleet while I've somehow modernized my utility fleet with 50+ 2500-900 ton destroyers. (a leading nation in submarines and naval aircraft too, though I am now starting to max out my budget)

In short, it feels like I am set up to finish in very good position finally! We'll see if maybe I can wrest control of Sicily from Italy and get lucky enough to acquire Albania--I'll consider that a winning game. Although I have an alliance with the US so theoretically I might be able to take on the UK?
Title: Re: Rule the Waves 2
Post by: Urist McScoopbeard on June 03, 2019, 03:10:21 pm
Doing my first run of RtW2, and wondering what all the hubbub about aircraft is -- in the early 40s at this point focusing on aircraft technologies, but me (and the rest of the world) are still relying on battlecruisers and battleships, since aircraft generally seem to be 'not that great'.

As to ship roles, light cruisers and cruisers often end up being a budget option to the bigger battlecruisers and battleships. Light cruisers ideally will be a bit faster than battlecruisers, though, so they can raid/harass while still being able to run away. Since engagements won't always be big pitched battles, having a robust enough fleet to handle the smaller actions is helpful - in this game I kind of neglected light cruisers, and ended up in a war where every smaller action had me with just a 20-year-old light cruiser instead of my shiny battlecruisers.

Just wanted to reply and say I have also experienced having aircraft be not that great. I have yet to witness any of my bombers even sink a ship?

Also for me, my heavy cruisers are what seem to get outdated the fastest. Sure they're great against other CAs but then BCs roll around and they're toast, and there's no real point in CAs doing CLs job in convoy attacks. Likewise, once you have a good BB squadron, it seems like their only real purpose is additional fire support (if they manage to find themselves in the right spot) or just die.
Title: Re: Rule the Waves 2
Post by: Dostoevsky on June 04, 2019, 09:34:38 am
In the early 50s I finally started to have some success with torpedo bombers (and get more annoyed by harassment from enemy dive bombers launched from airfields). But since the game normally ends at 1955 (though you can keep going to 1970, just with tech leveling off) wasn't much time to appreciate it.

Might have also been that my wars were against enemy fleets without a lot of carriers, and took me a while to learn how the whole strike order system works (strikes from your fleet must be manually ordered from a somewhat clunky interface).

Still, for a first run from Japan I think I did pretty well. NE Asia all Japanese except the core Eastern Russia, a good portion of SE asia (even after the gov't granting some independence), prestige just over 50, and helped defeat a fascist coup. Even supported social reforms and had a nominally healthy/happy country. Woo.

Edit: Should also boastingly add that I pretty much kept Russia from ever having a decent navy via blowing up their ships, and fended off both French and British ambitions in the Asiatic. Lost a few battles, some badly, but never lost a war.
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 04, 2019, 10:18:17 am
In the early 50s I finally started to have some success with torpedo bombers (and get more annoyed by harassment from enemy dive bombers launched from airfields). But since the game normally ends at 1955 (though you can keep going to 1970, just with tech leveling off) wasn't much time to appreciate it.

Might have also been that my wars were against enemy fleets without a lot of carriers, and took me a while to learn how the whole strike order system works (strikes from your fleet must be manually ordered from a somewhat clunky interface).

Still, for a first run from Japan I think I did pretty well. NE Asia all Japanese except the core Eastern Russia, a good portion of SE asia (even after the gov't granting some independence), prestige just over 50, and helped defeat a fascist coup. Even supported social reforms and had a nominally healthy/happy country. Woo.

Edit: Should also boastingly add that I pretty much kept Russia from ever having a decent navy via blowing up their ships, and fended off both French and British ambitions in the Asiatic. Lost a few battles, some badly, but never lost a war.

Congrats, sounds like a great game.

Of course, if you had lost more, your prestige would probably be double.  In a losing war, there is an event that fires regularly that asks if you want to continue the war.   By insisting on continuing the war, you get one prestige.  It fires several times a year.
Title: Re: Rule the Waves 2
Post by: Urist McScoopbeard on June 04, 2019, 11:39:06 am
Finished my first game with AH! Ended in '55 with 66 prestige. Beat France in my final war, sunk 4 of their BBs (and more BCs) with my BB squadron and there was crazy air combat during the battle for the Mediterranean! In the final years, it was like both sides losing 5+ subs every month during wars.
Title: Re: Rule the Waves 2
Post by: Karlito on June 04, 2019, 12:42:49 pm
Thanks for being so helpful peeps.
1.) Is rebuilding ever worth it? In a test game I rebuilt my initial pre-dreadnought battleships into CAs, but their maintenance shot up and while theyre big guns were good at going toe to toe with the Italians they were otherwise fairly poor and often got outmaneuvered or stranded in larger operations. Likewise it seems infinitely cheaper to just build new ships.

The main reason real-life navies did major rebuilds it that they were under treaty restrictions and couldn't build new ships, so I think that's the big use-case. Capital ships built during the 1920s can stay useful for quite a few decades after if you keep their fire-controls and AA armaments up-to-date, but I'd say it's almost never worthwhile to rebuild your pre-dreads into anything, and machinery replacement is so expensive that you should consider hard the trade-offs you'd be making.
Title: Re: Rule the Waves 2
Post by: Dostoevsky on June 04, 2019, 02:19:50 pm
Congrats, sounds like a great game.

Of course, if you had lost more, your prestige would probably be double.  In a losing war, there is an event that fires regularly that asks if you want to continue the war.   By insisting on continuing the war, you get one prestige.  It fires several times a year.

Thanks. Honestly, I think I'm happier playing the game without doing the sort of jerk-y things that are sometimes linked with prestige. E.g. blocking social reforms, saying no to any alliance ever, etc. That's one of the things I like so much about RtW compared to 'grand strategy' games - not really about map painting or 'winning', just not getting fired and handling the job decently enough.

That said, I definitely missed a few good opportunities to improve my prestige. Not a perfect run by any means, but a fun one. Supported (and got passage of) a universal submarine ban in the 40s, which definitely changed the arc of things late in the campaign... and made the final war interesting, as I never bothered to rebuild my sub fleet but Russia did.
Title: Re: Rule the Waves 2
Post by: LoSboccacc on June 08, 2020, 09:12:06 am
uff, I like the game and all but why not let me be wild
Spoiler (click to show/hide)

beside that's just a monitor, not something extreme
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 09, 2020, 10:24:01 am
I believe you can just ignore the warning and save the ship.  I had the same question, and that was the answer that I got.  I think it works.

Pretty wild ship though.  12" gun, speed 22, little armor, relatively small.  Wouldn't the ship just tip over in bad weather?
Title: Re: Rule the Waves 2
Post by: LoSboccacc on June 09, 2020, 02:06:37 pm
yeah it was just to see how it'd worked, I wanted to get some fat gun fasts and wanted to see if I could go this way

in the end I just did a cl feint and a dd torpedo rush to clean up the british bb and that was it. early years are mad especially if varied tech hit guns.
Title: Re: Rule the Waves 2
Post by: Nelia Hawk on June 14, 2020, 02:22:33 pm
this looks interesting (after playing the demo) more naval focused hearts of iron or so, but.. gosh their priceing reminds me of distant worlds haha
Title: Re: Rule the Waves 2
Post by: LoSboccacc on June 14, 2020, 03:54:30 pm
it's quite repetitive and the lack of an operations layer annoying at best but often just infuriating
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 14, 2020, 05:18:43 pm
It's not Hearts of Iron (unless the recent naval expansion changed things completely).

Most of the game is abstracted into random events.  And the ship builder is far more detailed than anything coming out of Paradox studios.

Here is why I bought it: As a young boy, I was fascinated by battleships.  I tried to design my own with grid paper, but never got anywhere.  This game lets me live out that childhood fantasy.  I can make battleships, and occasionally see them in action.  That is the game.

Frankly, everything outside of ship design is just about giving you the excuse to use your ships, and maybe giving you ideas for designing new ships.
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 26, 2020, 12:17:05 pm
Please forgive the double post, but apparently at the same time I was posting above, the developer implemented Missiles!

...less promising is this:
"We really want to create a more complex rendering of all the missile types, which will take much more time and effort than it did for the basic missiles in 1.19.
In light of that fact, and the fact that 1.19 was taking longer than expected to complete, we decided to save work on those for later - possibly even as part of an expansion or DLC."

Yeah, when the game costs $35, discussion of pushing advanced missiles as an extra charge seems excessive, probably not a cost I'd consider.  They would be better off releasing the updated missiles as a free update later this year or early next year, to get a few more people to buy the base game.  People don't like to buy a game these days if they feel the developer has abandoned it (and whatever bugs haven't been fixed), so there is real profit to just updating the base game.
Title: Re: Rule the Waves 2
Post by: Knave on June 26, 2020, 12:40:59 pm
Please forgive the double post, but apparently at the same time I was posting above, the developer implemented Missiles!

...less promising is this:
"We really want to create a more complex rendering of all the missile types, which will take much more time and effort than it did for the basic missiles in 1.19.
In light of that fact, and the fact that 1.19 was taking longer than expected to complete, we decided to save work on those for later - possibly even as part of an expansion or DLC."

Yeah, when the game costs $35, discussion of pushing advanced missiles as an extra charge seems excessive, probably not a cost I'd consider.  They would be better off releasing the updated missiles as a free update later this year or early next year, to get a few more people to buy the base game.  People don't like to buy a game these days if they feel the developer has abandoned it (and whatever bugs haven't been fixed), so there is real profit to just updating the base game.

Oof yeah. I mean I guess it depends on what else they were including in the expansion, but weren't missiles promised originally in this game and then continually pushed off?

Maybe work on an expansion, and include the missile as a free update when it launches a la pardox. I dunno :/
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 26, 2020, 07:24:51 pm
Yeah, I think you're right about that.

They could at least say: "Hey folks, how about we expand the timeline through the cold war.  Also, working missiles!"
Title: Re: Rule the Waves 2
Post by: Glloyd on June 27, 2020, 01:27:54 pm
That's a yikes from me. I doubt I'd ever buy it regardless of the price though, I don't think I've ever played past the late 40s. The early game is infinitely more interesting than the late game to me.
Title: Re: Rule the Waves 2
Post by: Knave on June 27, 2020, 02:58:39 pm
That's a yikes from me. I doubt I'd ever buy it regardless of the price though, I don't think I've ever played past the late 40s. The early game is infinitely more interesting than the late game to me.

But what if they expanded the timeline in the opposite direction? Steam powered boats in the 1850s!  :P
Title: Re: Rule the Waves 2
Post by: Glloyd on June 27, 2020, 04:14:38 pm
I could get behind that, it could be pretty cool. But I think they've said they have no interest in that. Which is a shame, because even moving the game's start date a decade earlier would be interesting. The early game battles and ship design is the best part, because you're trying all sorts of dumb shit to gain the slightest advantage over your opponent, and it's made all the more interesting by the limitations you have to work within. By later game, those limitations aren't really there, and all your designs end up being kind of samey. It doesn't help that carrier combat is the least interesting part of the strategic game.
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 29, 2020, 01:25:58 pm
That's a yikes from me. I doubt I'd ever buy it regardless of the price though, I don't think I've ever played past the late 40s. The early game is infinitely more interesting than the late game to me.

But what if they expanded the timeline in the opposite direction? Steam powered boats in the 1850s!  :P

Awh yeah, riverboat diplomacy in the age of sail and steam!  That would be game!

As for the late game, the game sort of reflects the trend from 1899's every piece is custom to 1950's mass production that corresponds with consumerism in the same period.
Title: Re: Rule the Waves 2
Post by: Vivalas on October 06, 2020, 08:05:26 pm
Getting into this game again, enjoying it more than last time, but I have er, either discovered something really annoying or I'm really dumb.

Can you not... direct build ships from a rebuild design? You have to rebuild the ship right after it comes out of dock? Seems kinda silly you can't just update the original blueprints
Title: Re: Rule the Waves 2
Post by: EuchreJack on October 06, 2020, 11:49:06 pm
Not sure exactly what you mean.

If you rebuild Ship A, then you can use the designs for rebuilt Ship A (instead of the original) to build Ship B.  You'll see Ship A Year rebuilt in the build menu.

You can't take a ship that is currently under construction and change anything until it finishes (except fire control, which if obsolete the game will ask if you want to add a month to upgrade to the latest).  Yeah, that part really sucks, and is unrealistic.
Title: Re: Rule the Waves 2
Post by: Mini on October 07, 2020, 02:19:09 am
You can't build a new ship to a rebuild design, no. Of course, tech advancement is usually pretty quick, and there's a huge discount if you make a new design that is only a slight modification to an old one, so IMO it's not that big of a deal.
Title: Re: Rule the Waves 2
Post by: Vivalas on June 16, 2021, 09:45:40 pm
Bumping this thread since RTW2 has a large expansion coming (hopefully soon) that adds a lot of neat stuff. To summarize, although I probably am missing some stuff:

-Modern naval combat in the cold-war era
-Helicopters, jets, and night flight ops
-Expansion to function of submarines, such as missile subs, and long-range attack subs
-Missiles! Although RTW2 has them in some limited amount, the expansion aims to flesh them out fully
-Ironclads and a longer pre-dreadnought era (hence the name "Ironclads to Missile Cruisers")
-AI nation alliances and wars

All in all, I've gotta say I'm pretty excited for these developments. Since the game is venturing into cold-war era it will also be interesting to see how they handle nuclear deterrence and if that's modeled in the game at all. If you're a nuclear power in the game it would probably be expected by your government that the navy put a certain amount of income into building ballistic missile submarines. Dunno about nuclear propulsion but there is going to be gas-turbine propulsion added as well.

Threads for reference:
https://nws-online.proboards.com/post/80732/thread (https://nws-online.proboards.com/post/80732/thread)
https://nws-online.proboards.com/post/80645/thread (https://nws-online.proboards.com/post/80645/thread)

All in all I believe Shadow Empire is also supposed to have a naval DLC coming around December 2021, so this should be an exciting time for naval wargaming. If there was a game that combined the naval depth of RTW2 and the excellent land campaigns of Shadow Empire I would be a very happy but unproductive camper  :)
Title: Re: Rule the Waves 2
Post by: Knave on June 17, 2021, 08:40:15 am
Oh that's good news that the expansion is coming along! This sounds like a great amount of content, and would definitely give me a reason to play this game some more :)

A Shadow Empire/RTW 2 child would be wonderful. Personally I think a space version of this game would be great. Space race with a bunch of different nations claiming systems and resources as your starships get bigger and deadlier. Ooooh my!
Title: Re: Rule the Waves 2
Post by: Glloyd on June 17, 2021, 01:41:28 pm
Have you played Aurora 4X? I've never been able to get into it myself, but from my understanding, that's pretty much what it is.
Title: Re: Rule the Waves 2
Post by: Mailo on June 17, 2021, 04:38:38 pm
I really hope they will take another look at their DRM system for the DLC ... the only reason why I haven't bought this yet.
Title: Re: Rule the Waves 2
Post by: LoSboccacc on June 18, 2021, 02:35:06 am
DRM is not that bad. However, game is terrible at generating scenarios. The real interesting tidbit from the change list is that intelligence spending ought to generate better battles, albeit I have super low hopes for it getting anything good anytime soon, since the developer suffer from creative attachment and won't even begin to entertain the idea his baby has a problem.

https://nws-online.proboards.com/thread/5072/randoms-excuse-bad-battle-generation
Title: Re: Rule the Waves 2
Post by: Mailo on June 18, 2021, 11:21:57 am
DRM is not that bad. However, game is terrible at generating scenarios.
The DRM is "send an email to a yahoo mail adress for an activation code" ... and if you somehow decide to re-install the game on a future computer, but no longer have access to the original one, you need so send another mail, hoping that a) the mail adress is still valid, and b) your request is not simply denied.
That's pretty much the worst DRM there is (with the exception of those that did actual damage to your hardware, granted). A significant part of the posts on the forums is from people with problems with the activation, sometimes waiting weeks for a response.
Title: Re: Rule the Waves 2
Post by: Glloyd on June 18, 2021, 12:32:12 pm
It is a godawful DRM, and, like most DRM, it hurts paying customers more than pirates, because there were pirated versions floating around on Day 1, and they worked just fine without need to email the dev and hope he gets back to you. The fact that the game isn't available on any actual storefront is also a negative to it. This guy needs to get his head out of his ass; he's got a good game here but it feels like he's actively trying to stop people from playing it.
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 18, 2021, 05:31:16 pm
It is a godawful DRM, and, like most DRM, it hurts paying customers more than pirates, because there were pirated versions floating around on Day 1, and they worked just fine without need to email the dev and hope he gets back to you. The fact that the game isn't available on any actual storefront is also a negative to it. This guy needs to get his head out of his ass; he's got a good game here but it feels like he's actively trying to stop people from playing it.

Well, its his game, and if he wants to be all like "I's be hating pirates and gonna lock me daugher's virtue up tight", then he can.
He totally can chose trying to prevent piracy over making it easier for the playing customer.  It's his game!  He can make those decisions.Not at all to imply that fathers can make those decisions about their daughters, absolutely not after a certain age, just an oldtimey example people


Sorry, I just sometimes feel like people forget that point.  Glloyd, I'm not picking on you specifically, I'm just making a point (hopefully not too much at your expense)
Title: Re: Rule the Waves 2
Post by: Vivalas on June 19, 2021, 06:16:07 pm
The DRM was a bit of a confusing choice indeed, but I didn't have too much of a problem with it. I understand people have stances against DRM and I mostly agree with those stances and understand them, especially when they are from AAA monoliths. It's been shown that DRM often hurts sales more than just letting people try the game, since pirates were never gonna pay anyways. At the same time, it's not like he locked his game up with Denuvo and installed spyware on your computer. You shouldn't really have to wait for a key but it's also mot the end of the world and if you end up discarding the game because of that it's on you.

DRM is not that bad. However, game is terrible at generating scenarios. The real interesting tidbit from the change list is that intelligence spending ought to generate better battles, albeit I have super low hopes for it getting anything good anytime soon, since the developer suffer from creative attachment and won't even begin to entertain the idea his baby has a problem.

https://nws-online.proboards.com/thread/5072/randoms-excuse-bad-battle-generation

Reading through this thread, the devs and community were being extremely reasonable and explained exactly why these battles could have been happening. Since we're exchanging anecdotes here, I've had just as many RNG matches work in my favor as opposed to working against me. Shit happens, that's how war is.

I mean, he even offered to refund the game, which I think is pretty understanding as devs go. The game hinges itself on historical accuracy and the historical accuracy of being fucked over by circumstances beyond your control is actually one of my favorite parts of the game, I actually love the generator but I guess YMMV. Losing BBs to mines can really sting sometimes  :-[
Title: Re: Rule the Waves 2
Post by: LoSboccacc on June 20, 2021, 10:58:34 am

Reading through this thread, the devs and community were being extremely reasonable and explained exactly why these battles could have been happening. Since we're exchanging anecdotes here, I've had just as many RNG matches work in my favor as opposed to working against me. Shit happens, that's how war is.


they offered *no* explanation, idk where you did find one. they offered wishful thinking and ret-connection of things that didn't happen, insofar that when I submitted more samples of the bullshit the game subject its player to it got widely ignored https://nws-online.proboards.com/post/73880/thread because it basically contradicted all their head-canon.

the thread is basically people ignoring facts exercising inane level of cognitive dissonance to protect their dear game.
Title: Re: Rule the Waves 2
Post by: Glloyd on June 20, 2021, 01:31:01 pm
It is a godawful DRM, and, like most DRM, it hurts paying customers more than pirates, because there were pirated versions floating around on Day 1, and they worked just fine without need to email the dev and hope he gets back to you. The fact that the game isn't available on any actual storefront is also a negative to it. This guy needs to get his head out of his ass; he's got a good game here but it feels like he's actively trying to stop people from playing it.

Well, its his game, and if he wants to be all like "I's be hating pirates and gonna lock me daugher's virtue up tight", then he can.
He totally can chose trying to prevent piracy over making it easier for the playing customer.  It's his game!  He can make those decisions.Not at all to imply that fathers can make those decisions about their daughters, absolutely not after a certain age, just an oldtimey example people


Sorry, I just sometimes feel like people forget that point.  Glloyd, I'm not picking on you specifically, I'm just making a point (hopefully not too much at your expense)

Yes, he's free to make those decisions, and we're free to complain about them. I still bought the game and sunk way too much time into it, but the DRM is godawful and precludes long-term playability by design. If the guy dropped dead tomorrow, how would people activate their copies? It's a bad system, and the fact that it's his game doesn't automatically negate any criticism of it.
Title: Re: Rule the Waves 2
Post by: EuchreJack on June 22, 2021, 02:19:06 pm

Reading through this thread, the devs and community were being extremely reasonable and explained exactly why these battles could have been happening. Since we're exchanging anecdotes here, I've had just as many RNG matches work in my favor as opposed to working against me. Shit happens, that's how war is.


they offered *no* explanation, idk where you did find one. they offered wishful thinking and ret-connection of things that didn't happen, insofar that when I submitted more samples of the bullshit the game subject its player to it got widely ignored https://nws-online.proboards.com/post/73880/thread because it basically contradicted all their head-canon.

the thread is basically people ignoring facts exercising inane level of cognitive dissonance to protect their dear game.

I actually agree with pretty much most of what you're saying.  The Battle Generator is awfully broken, and will probably never get fixed.  If that was your reason for buying the game, you probably should get a refund.  Now me, I bought it so I could design battleships.  Actually getting to use them regularly, is less of a concern. 

Plus, I know how to "game" the Battle Generator so that I can actually use my battleships:
Spoiler (click to show/hide)
Title: Re: Rule the Waves 2
Post by: EuchreJack on August 25, 2021, 01:51:30 pm
Hm, did I say the Battle Generator was never getting fixed? Well, it seems the Expansion (https://nws-online.proboards.com/post/84453) might just be addressing it, with the new Divisions feature.

But the thing that has me posting about this game and its expansion is the Officers feature.  Finally, some random idiots to command my ships, and a feature that actually has me considering purchasing the expansion!
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 22, 2022, 08:18:12 am
So....
It looks like the Expansion has expanded into a whole new game.
Rule the Waves III has been announced with a release date of October. (https://nws-online.proboards.com/post/92211/thread)

You may begin Hyping.
Title: Re: Rule the Waves 2
Post by: Knave on May 22, 2022, 08:29:57 am
So....
It looks like the Expansion has expanded into a whole new game.
Rule the Waves III has been announced with a release date of October. (https://nws-online.proboards.com/post/92211/thread)

You may begin Hyping.


Hmm I was just thinking about this game the other day... and then promptly forgot to check on news, so thanks for posting!

Sounds like a good decision all around.

October release date, but what's exciting is a STEAM release! As much as I would have supported their product via their webstore if I had to, the restrictive DRM they placed on RTW2 did leave a bit of a sour taste in my mouth. Looking forward to diving back in in the future.

Spoiler (click to show/hide)
Title: Re: Rule the Waves 2
Post by: JWNoctis on May 22, 2022, 09:55:41 pm
I could only hope they'd eventually have a more-or-less DRM-free version like RTW2 now is.

I think the restrictive DRM was more or less the idea of the late owner of their previous store, who was... rather frustrated by pirates outnumbering legitimate customers by four to one or something for RTW1. How did they find out the number of that, I do not know.

As for no third-party release, be it Steam or anywhere...That's more or less the way it was before store platforms of any kind was popular.
Title: Re: Rule the Waves 2
Post by: Culise on May 22, 2022, 10:17:47 pm
I could only hope they'd eventually have a more-or-less DRM-free version like RTW2 now is.

I think the restrictive DRM was more or less the idea of the late owner of their previous store, who was... rather frustrated by pirates outnumbering legitimate customers by four to one or something for RTW1. How did they find out the number of that, I do not know.

As for no third-party release, be it Steam or anywhere...That's more or less the way it was before store platforms of any kind was popular.

I think, if I recall, it was something like comparing the download count on The Pirate Bay to the number of purchases on the storefront.  It neglects people who shift from pirate to legit buys, people who download more than once if they lose their local copy or the like, and also ignores people who would not have bought the game whether or not they purchased it as far as actual "lost sales" are concerned.

I bought the game after learning they removed the most odious aspects of the DRM, and I've been enjoying it.  Learning I'll have to pay full price for the expansion isn't really something I begrudge them for, since I think I can certainly get my money's worth.  As for Steam, I think that it's fine, especially if they do keep it DRM-free beyond the storefront itself.  Given that they're planning on a release on their own storefront as well, I hope that will be how they go about it.
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 23, 2022, 06:52:24 am
From what I understand, the Steam release won't contain any more DRM than normal with Steam.  So you can buy it there if you don't like whatever they decide to do with the store option.  I might pick it up on Steam just because I overall prefer having Steam manage much of my purchased game collection.
Title: Re: Rule the Waves 2
Post by: Vivalas on May 23, 2022, 08:59:34 am
I could only hope they'd eventually have a more-or-less DRM-free version like RTW2 now is.

I think the restrictive DRM was more or less the idea of the late owner of their previous store, who was... rather frustrated by pirates outnumbering legitimate customers by four to one or something for RTW1. How did they find out the number of that, I do not know.

As for no third-party release, be it Steam or anywhere...That's more or less the way it was before store platforms of any kind was popular.

I think, if I recall, it was something like comparing the download count on The Pirate Bay to the number of purchases on the storefront.  It neglects people who shift from pirate to legit buys, people who download more than once if they lose their local copy or the like, and also ignores people who would not have bought the game whether or not they purchased it as far as actual "lost sales" are concerned.

The DRM never really bothered me all that much, but this also came to mind. The only way to possibly know that 4:1 statistic is by somehow knowing the unique download count across every platform, but even that doesn't account for people who later buy, as a lot of people do (although unlike 90% of games these days RTW also has a trial, so, that's probably less significant here).

If piracy is the concern, I think the Paradox approach of "large flourishing mod community" over DRM is still the best.
Title: Re: Rule the Waves 2
Post by: Knave on August 19, 2022, 10:59:47 am
New RTW3 news!

Sounds like they've agreed to work with a secret unannounced publisher for the sequel https://nws-online.proboards.com/thread/6535/concerning-expansion-operations (https://nws-online.proboards.com/thread/6535/concerning-expansion-operations)

No names yet, but it looks like this means Oct release will be pushed back to Q1, 2023. Bright side though is it means more funding/resources, so will probably end up with a better game when all is said and done. Will be interesting to see which pub they went with. Slitherine? Microprose? Any other guesses?
Title: Re: Rule the Waves 2
Post by: Vivalas on August 19, 2022, 02:24:56 pm
Slitherine seems the most likely. Microprose has done a lot of good work out of the blue lately with low poly and more retro graphics, but I think even Microprose wouldn't want to publish a glorified spreadsheet
Title: Re: Rule the Waves 2
Post by: EuchreJack on August 19, 2022, 03:31:26 pm
Paradox would probably want to update the graphics, but they're growing and looking for new stuff.
Hooded Horse is new and looking to expand. This sounds like their niche.
Title: Re: Rule the Waves 2
Post by: JWNoctis on August 21, 2022, 09:21:33 am
Adding graphics would probably make it a whole new game by itself. Adding graphic representation for everything from Whitehead-era torpedo to Exocet-class missile would probably take several new games' worth of content.

An alternative could be an export/import feature a la Automation functioning as a graphical car designer for Beam.NG Drive, or Field of Glory: Empires battles resolved in FoG2. The closest recent game I know of and still in-development in this genre is Naval Hurricane, though that one's so far limited to WWI-era, i.e. RTW1 stuff.

I think one of the ancestors of RTW series is Thunder at Sea, an expanded campaign layer for Fighting Steel, the previous relatively hardcore battleship simulator, now a full quarter of a century old, longer than the peace between WWI and WWII.
Title: Re: Rule the Waves 2
Post by: LoSboccacc on August 21, 2022, 02:20:12 pm
Ultimate admiral dreadnought has all the graphics you want. It finally has a campaign mode (well, for Europe for now) but you don't get carriers
Title: Re: Rule the Waves 2
Post by: EuchreJack on August 23, 2022, 02:11:44 am
Ultimate admiral dreadnought has all the graphics you want. It finally has a campaign mode (well, for Europe for now) but you don't get carriers
Some would argue that lack of carriers is a feature...
Title: Re: Rule the Waves 2
Post by: Knave on August 29, 2022, 10:19:31 am
Looks like the easy bet of Matrix/Slitherine was the winner!
https://www.matrixgames.com/news/rule-the-waves-3-announced (https://www.matrixgames.com/news/rule-the-waves-3-announced)

Q1 2023, Steam + other stores.

Also looks like they're opening up Beta Testing as of today for anyone interested in applying.
Title: Re: Rule the Waves 2
Post by: JWNoctis on August 30, 2022, 09:51:57 am
That's another...six months? After the holiday season, too.

Though hopefully they'd have a more stable 1.0 release than RTW2, or for that matter Distant World 2, since it's now Matrix/Slitherine.
Title: Re: Rule the Waves 2
Post by: Knave on August 30, 2022, 11:16:50 am
Yeah I don't anticipate anything game breaking especially if they're doing an open beta to test on systems. Unlike Distant Worlds 2 which was a complete rebuild with a new engine, RtW3 started as an expansion to RtW2, so it'll probably be pretty stable. But then again any launch can contain some surprises!  :P

Whether things are balanced or make sense is another story. Looking forward to how it shapes up either way!
Title: Re: Rule the Waves 2
Post by: EuchreJack on August 31, 2022, 04:23:52 pm
Matrix seems like a good fit.
Title: Re: Rule the Waves 2
Post by: Malus on May 18, 2023, 11:30:33 am
So, Rule the Waves 3 is out now. I only noticed because it showed up on the Steam front page. Looking forward to diving in this weekend.
Title: Re: Rule the Waves 2
Post by: Knave on May 18, 2023, 11:37:13 am
Yeah, been watching the vids put out by Tortuga Power and DasTactic. Looks nice!

Definitely seems like an iterative upgrade from RTW2 rather than anything crazy different.
Upgraded timespan + QoL changes, and AI finally go to war with each other now.

comparison list here: https://store.steampowered.com/news/app/2008100?emclan=103582791473531260&emgid=3718328092573174633 (https://store.steampowered.com/news/app/2008100?emclan=103582791473531260&emgid=3718328092573174633)
Title: Re: Rule the Waves 2
Post by: EuchreJack on May 18, 2023, 11:51:56 am
There goes my weekend.  :D