Page 3 of 3

Re: naval propulsion for heavy bodies

Posted: 16 Aug 2008, 18:17
by elio
naval propulsion is in trunk now

short manual: start a skirmish, press shift-backspace, press enter and type 'give all', press enter, go in design and design a unit with naval propulsion, control-o, a window will appear, press 'unit' and select the naval unit and drop it in the water. there is no naval factory yet

additional there's a patch to nicely dip the ships in the water (made by per): https://gna.org/patch/?1094

Re: naval propulsion for heavy bodies

Posted: 18 Oct 2008, 02:03
by Molotov
I actually remember starting a thread suggesting this very feature and in the end we settled on the opinion that WZ wouldnt be fit for a WWII-style navy but more of littoral one, although a 3 or 4 hardpoint battleship, or a cruiser with 1 or 2 re-arming pads would be sweet. as for the carrier/rearming ship, I think it should function as both a re-arming ship and a transport, as a real carrier does. This meaning that it has a number of VTOL's actually stored inside of it, although this could be a useless realism feature seeing as VTOL's have no fuel requirements and the only usefulness of storage i can see is a massive confrontation between either a carrier and a LARGE land-based air force, or a carrier w/ escort against an enemy fleet where there just isnt time to go back to a base and re-arm the entire force rather than landing on the carrier.
On a side-note, I had an idea for a dedicated Fighter model/body set. You could still have your vengeance scourge/scourge VTOLS, but the other player that researched fighter bodies once he got his VTOLs will have faster fighters with a bit higher weapons load and a cooler look. Ill post a thread about that in a little while.

Re: naval propulsion for heavy bodies

Posted: 19 Oct 2008, 02:47
by whippersnapper
elio committed to trunk a couple months ago.

i would really be interested in hearing about peeps experiences playing with the
new naval. elio and coders put a lot of work into it.

Re: naval propulsion for heavy bodies

Posted: 19 Oct 2008, 10:14
by Per
You cannot really play with naval units yet, since there is no way to build them. We lack a naval factory, and some good advantages for naval units that would make them worthwhile (such as larger hulls).

Re: naval propulsion for heavy bodies

Posted: 19 Oct 2008, 17:43
by whippersnapper
Per wrote:You cannot really play with naval units yet, since there is no way to build them. We lack a naval factory, and some good advantages for naval units that would make them worthwhile (such as larger hulls).

IC, makes perfect sense. my bad.

Re: naval propulsion for heavy bodies

Posted: 20 Oct 2008, 18:46
by Molotov
Per wrote:You cannot really play with naval units yet, since there is no way to build them. We lack a naval factory, and some good advantages for naval units that would make them worthwhile (such as larger hulls).
For now, wouldn't it be sufficient to simply give naval units a damage and armor bonus, with a slight range bonus for artillery?

Re: naval propulsion for heavy bodies

Posted: 21 Oct 2008, 01:45
by rcbecker1
Man I love it cant wait for the Mod :cool:

Re: naval propulsion for heavy bodies

Posted: 22 Oct 2008, 13:02
by ad-ryen
Well, for that matter - let us do helicopters too :suprised:

Re: naval propulsion for heavy bodies

Posted: 22 Oct 2008, 22:08
by Zarel
Molotov wrote:
Per wrote:You cannot really play with naval units yet, since there is no way to build them. We lack a naval factory, and some good advantages for naval units that would make them worthwhile (such as larger hulls).
For now, wouldn't it be sufficient to simply give naval units a damage and armor bonus, with a slight range bonus for artillery?
While the others are possible, a damage bonus wouldn't be possible with the current way the game is made (at least without hardcoding the bonuses or changing the data structures).