Where to Get Rule the Waves 2 for Free

RULE THE WAVES II - 1900 - 1950

A Game of Naval Ship Design and Naval Combat at the Birth of the 20th Hundred.

D.O.W. thread on RTW I : Hera
NWS Store: Here
Official forum: Here
Developers daybook: Here

Single-musician

Dominate the Waves places you in the role of 'Grand Admiral' during the early long time of the 20th Century. You manage the armed service affairs of your chosen nation while navigating between the desires and demands of your own government, the efforts of potential drop adversaries, and the affairs of your potential allies.

The battle resolution mechanics are based upon our thriving Steam and Iron (SAI) system for scrap but technichal, economic and foreign policy decisions wish also be necessary every bit the player guides their navy's design, construction, deployment and operations during a period of neat technological initiation and political tensions.

Miscellaneous changes from RTW1

�   The public map has had some zones added thereto, to emphasize the grandness of the Suez Canal and to make the map better right to wars in the pacific.
�   Trade warfare, both in the form of raiders and submarines, is now summarized in one screen instead of a number of separate messages.
�   Refurbished the form of government to cover the 30's. Less Kaisers, to a greater extent Fuhrers after 1920.
�   Armour thickness adequate to 20 in allowed, simply increase in armour over 12 inches will not give the same proportional protection due to difficulties in manufacturing thicker armour plates.
�   Additional ammunition now costs more weight than before.
�   Retrofit of intersect deck firing not allowed.
�   Centreline hit man mounts cannot be victimised on AMC.
�   Private shipbuilding expansions will be rarer when using reduced research speed.
�   New explore areas will atomic number 4 "ascertained" and not be circumpolar in the list until discovered.
�   Number of superstructure blocks in the ship graphics increased to 6 and act of points in each parry exaggerated to 24.
�   Ships can now have asymmetric superstructure and funnels (useful primarily for carriers).
�   Engine rebuilds now use up longer time.
�   Risk of magazine hit at once proportional to the number of main turrets.
�   Alignment ships may surfac along your lateral in battles. Similarly, if you are at state of war with two nations, the allies of your enemy Crataegus laevigata show raised.
�   Allied bases and coastal batteries will also be present in battles.
�   One inch of deck armor can be added in refits.
�   Displacements up to 70 000 dozens and speeds up to 36 knots allowed. (Possibly 80-90K tons and 40 kts if analysis/math holds up)
�   Senior overhaul of design calculations to close tune calculations and handle ship intent subsequently 1925.
�   Armour is now increased in strength with technology march on alternatively of flattering lighter.
�   The Artificial insemination leave up-gun light cruisers if information technology finds itself outgunned by player CL:s
�   Reduced the tendency of ships with weighty flooding to go faster than safe speed.
�   Improved crew size calculations (crews were too small in RTW1).
�   Embark type MSc is replaced with KE - Corvette.
�   Better placement of vicarious turrets in ship graphic

Several new tech areas added:
* Anti aircraft artillery
* Radiolocation and electronics
* Naval air, lighter than air
* Naval aviation, heavier than air
* Shipboard aircraft functioning
* Missile technology

RADAR
Radar is divided into hunting microwave radar and fire assure radar. Research radar makes it possible to detect separate ships in miserable visibility. Radar detected ships will show atomic number 3 greenish outlines on the map. Early search radars are unreliable and inclined to malfunctions. They are easily handicapped by hits or even by own ships guns firing.
Fire control microwave radar helps gunnery, and from level 3 will allow blind fire.
Once radar is invented, a nation will receive a number of radar sets per month. Radiolocation sets testament be automatically installed in ships with priority tending to larger ships and ships in the active fleet. The role player can manually install radar sets in ships, with the drawback that the ship will be unavailable the actual twis.

Diving shells
Once invented, diving event shells dismiss be selected for use in the ammo doctrine covert. Diving event shells have a take chances for monthlong range near misses to exist converted to Kingston-upon Hull hits bypassing armour. Happening the thumb side, diving shells have a larger luck of go on-trough hits and duds.

Oxygen fueled torpedoes
When oxygen fueled torpedoes have been invented, their use can be selected in the doctrine screen. Oxygen fuelled torpedoes give considerably better torpedo performance at the risk of more crushing torpedo explosions if hit man tubes are hit.

Automatic loading
Autoloaded guns will have a 10% higher ROF. When the ship is straddling the target and going to rapid fire they testament contribute a 30% supercharge to ROF. They besides have better AA functioning.

Invasions
You can choice a possession as target for invasion planning. If the conditions for a successful invasion are met (a substantial squeeze with 4:1 superiority in the area) there is a chance that the encroachment will take place. Invasion preparations will cost 1% + 300 000 every turn. Banker's bill: In that location will be no more unscripted invasions care in RTW1. You have to select a target to make an invasion occur.

Dual purpose guns
Dual purpose guns are about 25% heavier than regular guns, but are capable of both AA fire and engaging surface targets. 4 and 5 inch guns are the most up to DP guns.

AA fire
Take down: Every last Alcoholics Anonymous arouse will contribute to decreasing the accuracy of attacking aircraft and causing aborts.
Large AA (Atomic number 46 guns) will blast at and possibly destroy attacking aircraft in front they release their ordnance.
Mass medium AA guns will rent and possibly shoot down attacking aircraft before they release their ordnance. These guns are fewer believable than heavy guns to germinate down attacking aircraft before they release their ordnance.
Light AA guns will put up to decreasing the accuracy of attacking aircraft and causing aborts, merely are the least likely to bourgeon down attacking aircraft before they release their ordnance.

AA directors
AA directors volition substantially increase the effectiveness of heavy and cooked Associate in Arts fire. More AA directors leave improve AA fire, up to a maximum of 4.
An AA director leave provide a limited opposing surface capability if thither is no prescribed director installed.

Fleet Practise.
You keister hold a fleet exercise once a year with any ships you select from your own swift. Ships involved in the exercise will cost doubly the active mantenance cost and arrive at some experience. Large fleet exercises can heave tensions.

Rudolf Diesel engines
Diesel engines are heavier than steam plants but reduce the weight penalty of long and extreme straddle. Diesel powered ships have amend acceleration.

Fuel Shortage
Nations without approach to oil colour run a risk of suffering fuel shortages in wartime. The risk of fire shortfall occurring in a turn wish increase the longer the continuance of the war. If a nation is blockaded, the risk of fuel shortage will growth considerably.
In a turn with fuel shortage, at that place is a risk that ships testament sustain orderly strategic moves off or that they bequeath be unable to take part in a battle. The larger the ship, the greater the risk of beingness affected.
Ships using coal fuel bequeath ne'er follow smitten by fire shortages.

Inclined belt
Inclined belt costs 10% to a higher degree a conventional belt. It adds about 10% to the protective effect of the belt, but information technology also entails a risk that long range hits will be reborn to deck or lower belt sharpness hits.

Box protective covering to magazines
If this option is selected, belt and deck thickness will exist halved for hits to areas other than magazines. Belt and deck weight is reduced by 1/3.

All impudent main armament
To perplex the benefit of all forward main armament (Nelson or Richelieu configuration) a nation needs to research all forward armament.

Trade protection (replaces the RTW1 role of ASW patrol)
Ships assigned to trade protection testament non normally be accessible for pass off operations. Yet, in non home areas, any ship present might cost used in battle.
DD and MS appointed to protection will get on ASW patrols or assigned as convoy escorts.
Cruisers assigned to deal protection will patrol against opposition raiders and provide heavy convoy escort.

Corvettes
The send on type Ms. - minsweeper in RTW1 has been replaced with the type KE - Corvette, to better reflect that the type covers various kinds of small surface combatants. Corvettes of 500 tons displacement or smaller are assumed to exist civilian trawlers and alike craft impressed for wartime duties. Small corvettes are fast to build but cannot atomic number 4 built in peacetime. They will be automatically sold off after a war, like AMCs.

Anti submarine and mine warfare
Each ship has a military rating for its capabilities in these fields. However, if the ship has a capacity in more than one of these fields, the effectiveness of each will be reduced, to reflect the fact that the ship has to divide its time between the diverse duties.

ASW war
Ship types capable of ASW warfare are DD, MS, CV and CVL. Ships capable of ASW warfare have an ASW rating. The ASW rating of a send depends on displacement and installed equipment. All DD and small ships will automatically have a basic amount of profoundness charges when these are invented. Additive ASW equipment, like increased warehousing of depth charges, K guns and ASW mortars, need to be added to the design and will be weight.
The ASW value of CV and CL will initially be low, just will increase with growing of aerial depth charges and airborne radar.
AMC testament have a restricted ASW value during the early period (as Q-ships).

Mine war
Ships transistorized with minesweeping gear volition contribute to a minesweeping value for each region. This economic value testament be compared to enemy minelaying capabilities inthe orbit to determine the adventure of ships hitting mines during effective apparent motion and also influence the list of minefields during battles.

Scout aircraft on ships
Ships provided with with guide aircraft will comprise more efficacious as raiders. They will as wel follow more efficient at search raiders.

Ship design
Once you have compulsive a transport plan, that aim needs to be developed until construction derriere start. Developing a design takes from 1 to 4 months, depending along send on type and displacement. Some send on types, AMC and small corvettes, do not have any requirement for development time, A they are regenerate from existig ships.
When the conception has been developed, IT is possible to starting construction of any number of ships accordant to it design.
A ship design that close resembles an existing ship will get a reduction to the Price and be of developing the design.

Where to Get Rule the Waves 2 for Free

Source: http://dogsofwarvu.com/forum/index.php?topic=7105.0

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