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Rule the Waves 3 News

Rule the Waves 3 History Series Episode 5 - The Jet and Missile Age: 1946-1975

Rule the Waves 4 Episode 5 is out now. The Second World War had seen new technologies implemented on a massive scale. By the end of the war vast fleets of radar equipped Essex class carriers, Iowa Battleships, and Fletcher destroyers were in service. These ships risked becoming obsolete as a new postwar technological boom yet again revolutionized weapon systems.

[previewyoutube][/previewyoutube]

Special thanks to Drachinifel for lending his voice to this project.

Thanks for joining us for this series!

Rule the Waves 3 - Update + Dev Diary

Hello everyone. RTW3 has officially updated to v.1.00.46.

The full changelog is posted below, but before we get to that - we have a dev diary for you. Some players have had issues with how officers and their appointments are currently modeled in game. To help with that we have introduced some new changes to how officers are assigned, and clarified why officers are modeled the way they are.

Dev Diary - Officers and Assignment


As always, we appreciate constructive criticism and suggestions from players. They help us make Rule the Waves III better for you. We have read the feedback on the officer system and have made some adjustments to address these concerns.

First off, the officer system is intended to provide flavor and variation in the game. It is also intended to reflect the uncertainty about peoples’ true administrative and leadership abilities until a crisis arises.

This is intentional – as anyone who has served in a military organization knows, or really in any large organization, both capable and not so capable people can get promoted. The game aims to simulate this.

In RTW3, the player has the role of grand admiral, and as such this position would usually not interfere with individual appointments of ship commanders. The game lets you do so, but at a cost of prestige, which is intended to put a brake on extensive interference in appointments from on high.

When officers are promoted or auto assigned, the system considers time in rank and battle experience as the main factors. Ability is also factored in but to a smaller degree.

There has been some feedback that the officer system is either pointless or encourages micromanagement. We have tried to respond to this, and as a result, there are some changes and adjustments to the officer system in our most recent update.

In this update officer abilities are less likely to be revealed in peacetime than previously, as most officers’ true traits will be unknown in peacetime. We hope that this will reduce the incentive to micromanage.

Having a Naval Academy will increase the quality of officers, and slightly increase the likelihood that officers’ abilities will become known.

Also, if the player chooses the option to have officers assigned automatically to empty slots, this will be done immediately when a slot becomes vacant, instead of after the player has pressed next turn. Thus, if you choose this setting, there will usually only be a few occasional free slots that the player will have the opportunity to fill without prestige penalty after every turn, which should further reduce the incentive to micromanage.

Of course, player’s still have the option to let the game auto assign officers for a turn at a time, or, if you’d like, you can opt for full manual control and try to handle officer appointments yourself.

And now for the changelog...

v.1.00.46 Changelog


Strategic Layer
  • Fixed a bug that made surprise attacks very unlikely.
  • Fixed a bug which could in unusual circumstances make nation base resources go negative.
  • Removed Hereditary enemy from Spain vs USA. They have plenty of conflicting interests as it is, and the additional enemy status led to too high likelihood of early wars.
Battle Generation
  • Fixed a bug where clicking on a division in the pre battle screen could show an error message.
  • Fixed a missing objective in an Italy vs France mission.
  • Fixed a data error in a mission for the Ceylon possession.


Battle Resolution
  • HE penetration had been inadvertently lowered in a previous update. That has now been readjusted.
Officers
  • A Fleet exercise will now have a chance to reveal the ability of ship and division commanders.
  • Dissolving a division with a commander will no longer cost prestige. (Reshuffling ships and creating new divisions will impact crew and division efficiency, so should be a sufficient downside to cheesy ways of getting rid of bad commanders).
  • Officer ability will now be more likely to be revealed in wartime and less likely to be revealed in peacetime.
  • There is now a chance that poor ship and division commanders will reveal their deficiencies in battle, giving a chance to dismiss them for free after a lost battle.
  • Fixed a rare error in officer events that could pop up if there were too few officers.


UI Improvements
  • Added years in rank and battles fought to the select officer dialog.
  • If Auto assign officers is selected in User preferences, then all vacant positions will be automatically filled as soon as they become vacant, thus leaving no incentive to micromanage.
  • Rebuilt ships will now only have the last rebuild year after the class name.
  • Made sure the flotilla attack flag is not behind the missile control panel, even on a small screen.
  • Added a button to set preferences from the load/create game screen.
  • Special characters in officer ranks and place names are now converted when that option is selected.
  • Added notifications when largest ship of type in the world is built.


UI Fixes
  • Fixed a UI glitch with maintenance cost when a game is loaded. The number shown could be slightly wrong as it omitted effects of officer attributes. This was a UI thing only and did not affect the actual calculations.
  • Fixed a bug with torpedo range data not showing in the ship status screen.
  • Fixed some minor UI issues.


Fleet Management
  • Fixed a bug that generated error messages when the last ship was removed from a division in the division editor.
  • Fixed a bug with clearing all ships from a division in the division editor.


Ship Design
  • Speed limit for triple turrets in A & Y and TPS > 1 changed to 21 knots. This is to fix an issue where some legacy ships could not be refitted.


Aircraft
  • Later Jet Attack and Heavy Jet Fighters can now carry 2 ASM.
  • Slightly raised the production rate for jet aircraft.
Bug Fixes
  • Fixed a bug that could generate errors when checking if shipnames are used.
  • Fixed a bug that capped AP penetration on higher AP tech levels.
  • Fixed a bug with coastal artillery occasionally being placed at sea when loading a saved game.
  • Fixed a bug with the space bar restarts game setting not being remembered when the game is restarted.
  • Fixed a bug with bombardment ammo loadouts.
  • Fixed an unusual case where the auto run battle could get hung up on a message box.


And that is everything we have for now. Enjoy the Update and Dev Diary, and happy hunting everyone!

Rule the Waves 3 History Series Episode 4 - The Second World War: 1939-1945

Rule the Waves 3 Episode 4 is out now. The Second World War saw the carrier usurp the battleship as the king of battle, radar allowed ships to detect targets beyond visual range, and the first use of remotely guided weapons. It began with biplanes and ended with jet aircraft. Find out some of the key naval warfare innovations of 1939-1945

[previewyoutube][/previewyoutube]
Special thanks to Drachinifel for lending his voice to this project.

This series will wrap up with Episode 5 later in May, next month.

Rule the Waves 3 History Series Episode 3 - The Washington Naval Treaty: 1919-19

The First World War was ruinously expensive. Dreadnought construction had drained the coffers of competing fleets. To help limit this reckless spending the naval powers agreed to limits on capital ship construction. Cruisers and Carriers would be the main focus of naval spending in the interwar period.

[previewyoutube][/previewyoutube]

Special thanks to Drachinifel for lending his voice to this project.

You can expect Episode 4 out in April.

Rule the Waves 3 - Update v01.00.40

Hello Admirals, Captains, and any newly commissioned midshipmen. We have an update today for Rule the Waves 3. Update v01.00.40 brings us several new fixes and some new QoL features that should improve player experiences. Pre-battle, players will now have access to a forecast that projects how the weather will evolve during the engagement. This is subject to error, improvements in tech will gradually make forecasts more accurate as it did historically.

The really big change with this update was classification of CA and CL to make pre-1900 designs more historically accurate. This may cause some issues with designs as you update from 1.00.37 so please keep that in mind. A full rundown of these changes is available in the changelog below. Good luck and happy hunting everyone.

This update will automatically download via steam or is available on the forums here.

  • Reversed the "CA cannot have protected cruiser armour configuration" change. Important Note: The earlier change to early CA in 1.00.37 proved to be ill considered. As some players have correctly pointed out, the main difference between pre-1900 in game CA and CL should be size, not armor configuration. Early cruisers have now been refurbished in the game and CA are now cruisers that have an armored belt or have a size over 8000 tons, others are CL. Templates and design logic have been updated accordingly. France and Russia have been given belt and sloping armor deck as bonus techs to reflect their early adoption of armored cruisers. This might cause transient issues in already started games with 1.00.37, in which case we advise continuing to play until this resolves itself or starting new game. The end result is that the treatment of pre-1900 cruisers is now much more historical and consistent.
  • Added an option to have spacebar both pause and run the game.
  • Added weather forecast to pre battle screen. Note that this is unreliable, just as the real weather forecast. It will improve with tech and time.
  • Prevented some cheesy tricks in officer assignment, for example assigning bad officers to empty divisions.
  • Added possibility to manually change aircraft type of an air unit.
  • Added save path info on main screen.
  • Fixed a bug where the default settings were not used if the preferences file was not found.
  • Fixed a bug that could set the year of ship designs to 1899 in an 1890 start.
  • Fixed a bug where a Lieutenant commander could be promoted directly to Admiral in some cases.
  • Fixed a bug with the free manual promotion per turn not resetting after the turn.