Rule the Waves 3 - Update 1.00.19
Author: Severus Lupus,
published 10 months ago,
Hello everyone,
We are happy to announce another update for Rule the Waves 3. Along with multiple bug fixes and tweaks to the campaign and battle generator, a new feature added with this update increases the number of large fleet battles you will have in a campaign. You can toggle this option on or off with the in-game preferences menu.
[b]What’s New in Version 1.00.19[/b]
[b]Bug Fixes[/b]
- Fixed a minor bug that led to some hits being without hit location explanation.
- All nations will now get numbered DD names if names run out.
- Fixed a bug that could delay gun research if playing with bigger fleet sizes.
- Fixed a bug with triple turrets in A or Y positions on high speed ships connected with the wrong tech.
- Fixed a bug with the ammo for secondary and tertiary guns in combat not corresponding to the designed amount.
- Fixed a bug where good quality heavy guns could be developed before longer gun barrels tech was researched.
- Magazine explosion sound will now not play if no sound is selected.
[b]New Game Options[/b]
- Added option for more frequent large battles and fleet battles in the in-game preferences.
[b]Battle Generation[/b]
- Made some adjustments in battle generation to reduce the risk of divisions assigned to support carriers being used for other duties.
- Adjusted pre battle placement to increase variability and give opportunity for more pre-battle maneuvering, especially in the missile age. Note, this might increase the number of no-contact battles.
- Fixed a bug with the battle generator ignoring the designated fleet flag division if the flagship was a B.
- Tweaked the battle generator to adhere more closely to division organisation in some cases.
[b]Battle Resolution[/b]
- Tactical AI: Made cruisers and BC on AI control more careful about staying in range of enemy battleships.
- Fixed a bug with formation line abreast not really working. Note, as a consequence of this, ships in line abreast formation can now collide with friendly ships in the same division, to discourage unrealistic wild turning maneuvers while in line abreast.
- Ships maneuvering to avoid air attack will now tend to turn away from nearby enemy ships.
- Reduced the chance of friendly bombing of ships close to the originating carrier.
[b]Ship Design[/b]
- Raised maximum ROF for autoloaded light guns.
- Allowed DD with Unit machinery to be rebuilt to KE.
- Fixed a bug with battlecruiser building allowed too early (now requires four levels of ship design research).
- Corvette AI ship templates updated.
- DD ship type will be correctly classed when DD up to 3800 tons is researched early.
- Autodesigned ships will not have incresed elevation if not researched.
- Made sure the autodesigner does not include inclined belt if not developed.
- Made sure the autodesigner does not include mines on AMC if not developed.
- Ship design: Fixed some quirks when entering numbers with the keyboard when editing rest angles for guns.
- Ship design: Funnel positions are now rescaled when ship displacement is changed.
- Ship design: When setting rest angle for tertiary mounts, opposite mount, if any, will automatically get corresponding rest angle.
- Ship design: Removed lingering red circles after editing secondary and tertiary gun positions.
- Improved AI design templates for early pre-dreadnoughts.
- Tweaked the AI ship designer so it will not mangle lozenge design old battleships.
[b]Officers[/b]
- Made sure officers can never be so stupid that they get invalid ability ratings.
[b]Divisions[/b]
- Made sure the division editor display of subordinate divisions is updated after dissolving a division.
[b]Balance Changes[/b]
- Increased the treaty build limit by 20%.
- Adjusted some aspects of research when playing at less than 100% research speed.
- Changed the starting dock size for USA in 1890 to 10000 tons.
- Adjusted gun research on less than 100% research speed (now easier to develop guns).