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Ultimate Admiral: Dreadnoughts

Burning Bridges

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Btw I tried Naval Action during the sale.

It's a fucking piece of shit.

The "new UI" only covers a few unimportant dialogs, most of the game still uses a debugger UI. And when I saw ships sail through land and my ship accelerated like a motorboat, I quit and refunded this garbage.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
More info about that naval game.
http://forum.game-labs.net/topic/22735-work-in-progress-dreadnoughts/
This is a topic for work in progress shots and stories about the game we have been tinkering with for the last 3-4 months

These are very very early WIP on the images that are generated for the ship recognition books from the 3d ship designer, that will give players full control over the ship design and visualize it all in 3d.

Player will be able to place main turrets, secondary turrets, casemate turrets, superstructures, masts, funnels, and decide on the shape of the hull, armor, barbette placement… All having historical constraints naturally limiting the players from creating strange and impossible monsters. All affecting ship performance in combat and movement.

If we are able to achieve even 50% of what we want this will be a revolution in battleship games.

Hope you enjoy it. Sorry for lower quality of the recognition book drafts but we can't show the rest.
RLA2ZJd.jpg

Hello again all,

I would like to mention the progress we have so far with Ultimate Admiral: Dreadnoughts. The game is mostly finalized in its innovative ship design mechanics and more features will make it deeper the coming months. The Ship Designer will allow players to construct and customize their own ships and will influence greatly the outcome of battles. During the campaign you will feel the tension of the Naval Arms race in a continuous struggle to construct the most powerful ships against major nations. The combat model is about 60% ready and needs more technology effects to become even more interesting, and this where we will focus in the next 1-2 months. We shall finalize all possible technologies related with ship designer and polish all the tech mechanics in the interface.

After all that, we will concentrate our efforts in the campaign map were players must have many interesting choices, blended with numerous historical events and what ifs. To answer the question of @JagEngland, the player so far does not have the option to move his fleet freely on the map, but we plan to implement a wide battle map interface where tactically he will have large freedom to maneuver during a tactical battle.

As we add more and more features to the game, 3D modelling progresses steadily. Here are two more art teasers, showing two Pre-Dreadnought Models that are a work in progress.
 

Luka-boy

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https://www.dreadnoughts.ultimateadmiral.com/

UNIQUE SHIP DESIGN
Become the architect of powerful warships, from small torpedo boats to mighty battleships! You can recreate famous ships such as the
HMS Dreadnought and countless speculative designs, via a comprehensive 3D Interface.

REALISTIC COMBAT
Every design detail of your warships will directly affect their performance in battle. Command naval forces that are consisted from a few divisions to a full fleet of dozens of warships, versus a human-like AI opponent.

CAMPAIGN OR ACADEMY
The campaign is set in a global scale over a complete map that includes all countries of the time period. For instant action you may enter the "Naval Academy" where you quickly design ships and send them to fight agaist AI fleets.
001.webp
Two hours of Alpha footage by a veteran Rule the Waves player:


Hopefully the campaign mode is half as good as Rule the Waves'.
 
Last edited:

LESS T_T

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Steam page:



ULTIMATE ADMIRAL: DREADNOUGHTS
Design warships, command fleets, win the naval arms race for your nation.

Summary
Ultimate Admiral: Dreadnoughts aims to be the first game of its kind - a true naval warfare game - which offers a unique opportunity to design and build countless variations of realistic looking warships combined with extremely in depth realistic combat model. We are absolutely excited with what we are making and we hope everyone who is interested about the dreadnought era and naval warfare, will join our ambitious project and support us.

MAIN FEATURES

BUILD THE BATTLESHIPS THE WAY YOU WANT
Become the architect of powerful warships, from small torpedo boats to mighty Battleships! Recreate famous ships such as the HMS Dreadnought and countless speculative designs. Pick turret layout, armour scheme, funnel placement, tower variations making each ship design look and feel unique. Every design detail of your warships will directly affect their performance. Their hull characteristics, internal upgrade selection, and weight distribution not only modifies their speed and maneuverability but also their weapon effectiveness.

STRONG AI
The AI evaluates the optimal engage distance, using principles of the “Immunity Zone” and comparing its own firepower vs your ships. These AI estimations make it to use ammunition wisely, either by holding fire or switching shell types according to the armor protection of the target.

Unless there is a special mission directive, the AI will not be a suicidal drone and will attempt to withdraw, if its fleet becomes heavily damaged or it is much weaker than yours. We continuously develop the AI in order to have a human-like and unexpected behavior, planning to feature special AI personalities according to nation.

NAVAL ACADEMY
Test your ship design and tactical skills in the Academy. The “Naval Academy” includes more than 22+ battle scenarios, where you will have to design a ship or a squadron to fulfill a certain combat tactical task. Orders will range from destroying the stationary ship, with broken engines to fighting outnumbered against the overwhelming enemy. These numerous missions will allow you to practice and enjoy the many innovative design and combat aspects of the game, while we are developing the campaign.

PLANNED FEATURE - GLOBAL CAMPAIGN - NOT YET AVAILABLE
Campaign is still under development.
The campaign will let you lead the admiralty for all major countries of the time period (minor nations are not playable).
We will update this page as soon as we will be willing to share specifics.

Why Early Access?
Ultimate Admiral: Dreadnoughts aims to be the first game of its kind, a naval game which offers a unique opportunity to design and build countless variations of realistic looking warships combined with extremely in depth realistic combat model. We are absolutely excited with what we are making and we hope everyone who is interested about the dreadnought era and naval warfare, will join our ambitious project and support us. We strongly believe that the player feedback is going to be invaluable in order to prepare the game for the full release.”

Approximately how long will this game be in Early Access?
“Our goal is to fully release the game in less than 12 months. The final release date will depend on player evaluation. We strive for quality, so we do not want to rush the game out before it is fully stable and ready.”

How is the full version planned to differ from the Early Access version?
“The full version will feature:
  • Full campaign
  • Polished combat system
  • Complete "Naval Academy" mission list
  • Optimized game performance


What is the current state of the Early Access version?
“Fully stable and playable and includes over 22 single player missions (we continuously add more) and the revolutionary ship design tool giving players a chance to build almost any early 20th century battleship they want - the way they like it.

The campaign is currently under development, so many features are not yet ready, but it should soon become playable and enjoyable. The full list of incoming campaign features will be continuously updated in our forum.”

Will the game be priced differently during and after Early Access?
“Ultimate Admiral: Dreadnoughts will have the same price in Early Access and Full Release version.”

How are you planning on involving the Community in your development process?
“We plan to offer at least one major update per month and any required number of hotfixes to continuously keep the game interesting and stable for the players. Players can directly report issues within the game interface (with a “Bug Report" button) or share feedback in our forums. As we did in our previous games, we carefully collect all the player data to understand where we should focus our next development work.”
 

Luka-boy

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Turns out you can do a lot of cool stuff with the cheat menu, including creating custom battles. You can also access with it the Country and Start Date selection screen of the campaign mode.
 

Beastro

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So it's confirmed, Rule the Waves and Ultimate General Civil War are having a baby. Nice.

Speaking of which, Dayyālu have you tried RTW2? If so, what's it like?

I got back into RTWs last Spring and eventually tried to mod a custom game with the RN against the Byzantines and some other nations and burned myself out trying to set up the battles for every nation (They really need to improve that side of modding, it's tedious as fuck), saw the announcement for RTW2 and baulked at buying it.
 

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I fail to understand how they are hoping to make money with this game, although it looks interesting for a nerd of my caliber.

The obvious right move for them was to port their Ultimate General to the Napoleonic Period.
 

Dayyālu

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Speaking of which, Dayyālu have you tried RTW2? If so, what's it like?

Wait, I'm late.

https://rpgcodex.net/forums/index.p...-ruling-the-waves-2-electric-boogaloo.127698/

End line: the system is a fascinating mess, it's still fun, but amusingly planes absolutely demolish ships in the endgame for obvious reasons. You can set-up research to slow down and let the Yamatos do the Yamato thing. It's worth your money, methinks.

EDIT: Some modding went to add inter-factional battles, but I don't think they managed to add it. Yet.
 

Norfleet

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That's the catch with people romanticizing WW2 warships: It's actually the end, where people discover that the entire thing is well on its way out and most everything is actually outdated. A hypothetical interwar conflict between WW1 and 2 would have bee way more interesting, but in the real world, absolutely nothing of note happened and so none of the developments that occurred between the end of WW1 and 2 got put to the test, so developers have little data to go on.
 

Luka-boy

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Alpha 3 is out.

We are glad to announce the next large update of Ultimate Admiral: Dreadnoughts that contains not only gameplay improvements based on your feedback, but also many new features.



The new custom battle mode allows you to set up your fleet and the opponent's and either quick start a battle or design your desired ship type. In this way you are able to explore a multitude of hulls for all nations and technology periods between 1890-1940 and experiment with scenarios you've created.

6e0282_805a82f2784f44ab8b32354cae5ef722~mv2.webp

The new "Custom Battle" interface

The Naval Academy has been enriched with six new missions, introduces several new ship types and allows you to save and name your designs. Detailed damage decals increase the battle immersion, while all the new balances and fixes should improve the overall realism and challenge of battles. Read below in more detail what is included in this new update.

6e0282_4bd9e769e5454fde96da04267f991c6c~mv2.webp

Commanding a "Super Battleship" in custom battle mode

Ultimate Admiral: Dreadnoughts Alpha-3
======================

NEW SPECIAL FEATURES

  • Custom Battles: You can now choose to fight randomly during years 1890-1930 selecting the nation, fleet composition and year for both you and opponent. The available ship designs will be based on the upcoming campaign tech tree , so errors/warnings may occur, for example ships might not be available for a nation in a specific year. We are going to improve further the functionality in next updates.

  • Explore all available hulls via the Custom Battles: We delayed the patch to create this additional feature. In custom battle mode you can quick-start or design your desired ship class of your fleet. You will be able to select all available hulls of the selected nation and year. Enabling the setting “Unlock” will provide you all hulls of all nations for the selected year! This feature replaces and supersedes the previous cheat mode (Unlock Parts/Techs). All cheats had to be eventually disabled, because they caused multiple issues to the game, and were replaced by this new feature which can be easily played by anyone without exploits.

  • Damage decals: You will notice much more detailed damage effects on ship hulls due to shell or torpedo impacts and realize where each hull penetration took place.

  • Improved Combat Penetration Info: Detailed “Penetration Estimator” shows up when you hover your mouse over an identified target, including information about sections that you can penetrate, your total pen power over the enemy armor, ricochet angles and side/deck hit chances. You can use this in reverse by selecting enemy ships and pressing the alt-key while hovering your mouse over your own ships. This feature should help players to understand what is the best distance and angle to attack versus heavily armored warships.

  • Save and name your designs: You can now save your ship design, for the respective missions. and also give custom names to your creations. This is a first simple functionality and is going to be improved further when we make the campaign.
6e0282_2414af94d48c4dc29887c60a867b7244~mv2.webp

The damage received from shells and torpedoes is represented in more detail

NEW MISSIONS

  • Sink the Raiders: Use your Semi-Dreadnought or other ships to defend your transports from three dangerous cruisers.

  • Meet the US Battleships: Try to defeat two very large and experimental battleships of US Design.

  • Rise of the Heavy Cruiser: Design modern heavy cruisers without the constraints of treaties and confront three strong reconstructed armored cruisers.

  • There can be only one: A speculative Iowa vs Yamato scenario! The ships of course are not identical but their designs are based on the historical hulls.

  • Sink “The Cruiser Killer”: Fight versus an experimental and deadly Battlecruiser.

  • Heavy Duty: Design modern warships and fight versus a super battleship and its escorts.
NAVAL ACADEMY BALANCES

  • Increased armor of targeting ship in mission "Targeting Practice" and reduced available time to increase the difficulty.

  • Added +1 opponent torpedo boat in mission "Battleship vs Torpedo Boats" to keep things interesting with the new balance.

  • "Search and Destroy" mission rebalanced in initial distance between ships and also two light cruisers escort the enemy BB.

  • In the “Modern Battleship” mission, the AI fleet has one extra BB, to make it a tougher challenge, due to the new balance.

  • Re-allocated mission "Pre-Dreadnought conflict" in the mission row, since it is now easier than initially. Additionally, the enemy will not retreat, so that the mission can be not lost because of some enemy light ships running away.

  • Reduced the time for mission "Raid an undefended convoy" due to new balances.

  • Further rebalances as per feedback for several other missions. “Defeat the Semi-Dreadnought” allows one extra BB hull plus technology bonuses are more appropriate versus the opponent’s tech. “Destroyers vs Torpedo Boats“ mission gives to player ships less technology difference vs the opponent, so that AI ships are not overpowered on average and various more.

  • Ship building limit for missions became 30. Previously without limits, it was possible to build many more small ships in some specific missions, causing balance or performance issues.
COMBAT GAMEPLAY

  • Improved Secondary Guns' Penetration & Accuracy.

  • Torpedo Boats less resilient against gun fire.

  • Penetration rebalance for more effective medium/long range encounters. HE shells should not be as overpowered as previously.

  • Fixed issue with hull damage that made severely damaged ships and torpedo boats too hard to sink.

  • Reduced ladder aiming penalty of initial salvo shot, from -75% to -50% because it caused too low accuracy at close range.

  • Cordite, Tube Powder, TNT explosives rebalanced to reflect better their special characteristics. Cordite offers more explosive power but is unsafe, Tube Powder is the safest explosive and more effective in penetrating armor, TNT is very expensive but overall the best compromise.

  • Fixed issue of Radar towers, increasing too much the surface visibility of ships that carry them.

  • New Oxygen fueled torpedoes.

  • New 23-inch and 24-inch torpedoes.

  • Late tech torpedoes have even more intensified damage so they are useful against heavily protected battleships.

  • Torpedo protection now also increases floatability but reduces acceleration and turning speed making a ship slightly less maneuverable, yet, it will be vital for your capital ships in order to survive against the stronger torpedo threat.

  • Citadel armor schemes increase the armor quality, but are more expensive. Citadel is a feature not yet finalized, but this new functionality simulates better its influence in armor schemes and vitals protection.

  • Ship steering/acceleration slight rebalance for more realistic maneuvering. This balance addressed additionally the over-effectiveness in evading torpedoes and the unnaturally very tight turning circles of small ships, which causes also issues in formation and evasion logic.

  • Coal engines produce more smoke obstruction from funnels. Oil fuel engines will significantly reduce this penalty.

  • Engines hp efficiency and other related balances for improved ship maneuverability with the proper design and vice versa.

  • Reduced slightly the penetration penalty of light shells, from -7.5% to -5%. Their weaker weight and steeper trajectories at long ranges made them too inefficient.
6e0282_7840007264ad49a59091c67d80b6d5ce~mv2.webp

Gun barrels elevate to fire and depress to reload

VISUAL

  • Guns smoothly elevate to fire at target and depress to reload.

  • Water displacement effects (better waves, ship splashes and interaction with water).

  • Improved fog dissipation over distance.Sinking mechanic improved so that ships do not “jump” to a default sinking state as previously.

  • Ships will gradually sink according to their last floating state.

  • Fixed issues with USA battleship hull type. Now mission “Design a Dreadnought” includes a properly looking and scaled model based on BB South Carolina.

  • Cage mast towers are available to a series of hulls belonging to USA.

  • New modern battleship assets based on BB Musashi.

  • New modern battleship towers and hull types, based on BB Missouri/Iowa.

  • New Heavy Cruiser hull types based on Italian Cruiser Pola.Several other hull types unlocked to become playable.

  • Several new visualizations for guns according to technology.

  • Fixed also some issues with scale for some guns.
BATTLE AI

  • Slight fix of AI related with formations. AI should keep formation and respond to screen orders at better distances. The fix is not final. AI is going to be optimized on this aspect in next updates.

  • Fixed issues of AI related to engage mechanics. AI ships should approach more gradually and fire broadside salvos at more effective angle and distance.
BATTLE MECHANICS

  • Targeting became more dynamic and is affected more smoothly due to maneuvering.

  • Ladder aiming may be acquired faster but aiming can be lost very soon, due to evasive maneuvers. This new feature will make much more effective your evasive actions against long range guns, that previously could lock on you and progressively destroy you without a real chance to do something to avoid them.

  • Barbette damage now causes damage to its attached gun and vice versa. You will no longer see barbettes becoming individually damaged without any effect to the attached gun.

  • Detected torpedoes are now indicated by a visual warning for a short period of time.

  • Improved shell ballistic mechanics, addressing cases where shells could go too wide at short ranges.
6e0282_4eb15dc026bf4c8cb49674168505cf75~mv2.webp

Place guns with more freedom and save your designs

SHIP DESIGN

  • Minor interface fixes. Some stats were not properly updated. More fixes will follow on next updates.

  • Improved AI ship design (with proper focusing on armor for Battleships).

  • Some minor bug fixes reported by players, related with ship assets.

  • Slight more flexibility in mounting guns/towers/barbettes/funnels. More fixes will follow in next updates.
BATTLE UI

  • Gun ranges now show with better visuals and are optimized for better performance. You can toggle them to fade out after some time or not, from the in-battle settings.

  • Gun stats show what is their propellant.

  • Added notification when battle time runs out.
BUG FIXES

  • Fixed error-message/bug caused by gun aiming calculations.

  • Fixed crash related with amount of torpedoes fired.

  • Fixed timer not reverting to maximum speed, even though enemy was completely unseen.

  • Fixed error of log report that could make it completely invisible for player.

  • Fixed bug that could make invisible AI ships traceable by using the mouse pointer.

  • Fixed crash that could be caused in Ship Designer interface when pressing a hotkey for a disabled category.

  • Fixed issues of flags that could become white at a certain angle.

  • Fixed a bug related with the scrolling of Help window.

  • Fixed issue with operational range not altering weight, in some late ship designs.

  • Fixed distorted damage info window for ships that disappear from LOS.
OTHER

  • Some game performance optimizations, increase the FPS for all pc systems.

  • Minor improvement on gun fire, shell trails and impact sounds.

  • In-game music reverted back to full functionality.

  • Removed possibility to enable developer debug options on build.

  • Much faster loading of Ship Designer interface.

  • Added graphics quality slider in settings.

  • Added option “Centimeter” in measurement system.
======================

Thank you for reading! See you in our forums:

Official Forum

New Steam Forum
 

Luka-boy

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Game development is progressing nicely. The improved damage model looks great and combat feels really good, especially after they implemented independent targeting for torpedoes, secondaries and mains. Too bad they haven't added the campaign yet.

The latest update added two ironclads, Monitor and Virginia plus 1864-appropriate components and weaponry for them, probably just because of their historical significance and the devs trying to be cute. Still, if they decided to expand the game's timelike by almost four decades since the 1860s I would cream my pants.

1st April Update: "Battle of the Ironclads"
We have just updated the game offering various small hotfixes for the main game, and in addition we present two special missions that include two of the earliest and most famous ironclads, the "USS Monitor" and "CSS Virginia".


6e0282_f771169111244eec91464c7a6feef7aa~mv2.webp

Designing the CSS Virginia
6e0282_de0e5113b79749dab0b6b0f657a24096~mv2.webp

USS Monitor in action
Ultimate Admiral: Dreadnoughts "1st April Update v71"

  • Two extra missions featuring two of the world's first ironclads: "USS Monitor" and "CSS Virginia". ========= USS Monitor was an innovative ship of the Union Army produced in January 1862. It was the first ship of its kind, having its guns in a rotating turret instead of a fixed broadside arrangement. Monitor's technology was later adopted and expanded in future warships, while its name "Monitor" was used to describe a special class of ships with disproportionately large guns that were used for bombarding shores during both World Wars. In the included mission you may design an ironclad similar to USS Monitor and fight versus a ship larger and more powerful than CSS Virginia, its historical rival in the famous "Battle of Hampton Roads". CSS Virginia was the first ironclad of the Confederate army and was completed in March 1862. CSS Virginia represented the basis of similar "Casemate-Ironclads" that were widely used in the American Civil War. Having its armament in fixed gunports instead of armored turrets, the "Casemate-Ironclad" is considered the intermediate stage between the traditional broadside frigate and the modern warships. In the included mission, you can design a similar ship and fight versus two Monitor-class ironclads, that are considerably smaller but are armed with heavy gun turrets. =========

  • Penetration slight improvement (You will notice more partial penetrations).

  • 8-inch guns sound improvement.

  • Various small bug fixes.
6e0282_c3bf7c52faa244c0a94708e86db19a23~mv2.webp

Duel of the ironclads
====================== We hope you will enjoy this small update and will be glad to see you in our forums:

Official Forum

Steam Forum
 

AwesomeButton

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I still don't understand what made them turn to an obscure subject like dreadnoughts era naval combat when they had a perfectly working engine which could have supported a Napoleonics wargame with next to no modification.
 

Norfleet

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Dreadnoughts era naval combat is romanticized because it basically didn't happen. Everyone was too afraid of losing their toys to actually pit them in action against each other, so the only fighting of the era was characterized by a few scuffles between small groups, or larger groups that chickened out and broke off the fight indecisively after a bloody nose. So you had the biggest and most awesome war machines ever built by man...that barely saw action. The only country that ultimately ever proved willing to throw down with its toys was the US due to its massive industrial might and general lack of fear for what would happen if they lost their toys, and this only happened after the Dreadnought Era was basically over, and thus all we really saw of the mighty Dreadnought era was them getting shat on by planes.
 

Luka-boy

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The game already featured ammo explosions but the new patch added catastrophic flash fires.

What patch? It thought the game is currently coming soon ™ ?
For a long time now, if you buy the game from the official site you get access to the alpha, which has fully playable combat, many single missions, a mission creator and the ship designer.

Maybe "alpha version update" is a more appropriate wording, though.
 

Wyatt_Derp

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That's the catch with people romanticizing WW2 warships: It's actually the end, where people discover that the entire thing is well on its way out and most everything is actually outdated. A hypothetical interwar conflict between WW1 and 2 would have bee way more interesting, but in the real world, absolutely nothing of note happened and so none of the developments that occurred between the end of WW1 and 2 got put to the test, so developers have little data to go on.

As usual, the hex loving grognerds were about 15-20 years too early.
https://www.matrixgames.com/game/war-plan-orange-dreadnoughts-in-the-pacific-1922-1930
https://www.matrixgames.com/game/war-plan-orange-dreadnoughts-in-the-pacific-1922-1930

Enter War Plan Orange: Dreadnoughts in the Pacific 1922-1930, where you will command the pacific fleet for either power in four different campaigns. The two major campaigns will take you from 1922 - 1926 and from 1926 - 1930. With incredible attention to detail and historical accuracy, War Plan Orange is the perfect modification to War in the Pacific for anyone who loves the time period between World War 1 and World War 2. The lack of airpower and inefficient fuels, as well as the natural resources required by both sides make War Plan Orange a completely different experience.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
That's the catch with people romanticizing WW2 warships: It's actually the end, where people discover that the entire thing is well on its way out and most everything is actually outdated. A hypothetical interwar conflict between WW1 and 2 would have bee way more interesting, but in the real world, absolutely nothing of note happened and so none of the developments that occurred between the end of WW1 and 2 got put to the test, so developers have little data to go on.

As usual, the hex loving grognerds were about 15-20 years too early.
https://www.matrixgames.com/game/war-plan-orange-dreadnoughts-in-the-pacific-1922-1930

Enter War Plan Orange: Dreadnoughts in the Pacific 1922-1930, where you will command the pacific fleet for either power in four different campaigns. The two major campaigns will take you from 1922 - 1926 and from 1926 - 1930. With incredible attention to detail and historical accuracy, War Plan Orange is the perfect modification to War in the Pacific for anyone who loves the time period between World War 1 and World War 2. The lack of airpower and inefficient fuels, as well as the natural resources required by both sides make War Plan Orange a completely different experience.
Such scenarios must happen before Billy Mitchell ruined navies love affair with battleships.
 

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