1. Rule the Waves 3
  2. News

Rule the Waves 3 News

Rule the Waves 3 - Dev Blogs - The Battle Generator in RTW3

The battle generator is an aspect of the game that has generated some discussion I will take the
opportunity to explain some of the decisions behind it.

The aims of the battle generator is to generate:

* Battles that are realistic compared to actual historical encounters.

* Different types and sizes of battles.

* Battles with a variation of ship types, rewarding a balanced fleet with ships for all missions.

* Variations in battle conditions, mostly day and night, but also general weather conditions.

* Reasonably equal and playable battles. (Few players want to fight to fight a lot of lopsided battles
where they easily crush the AI.)

The battle generator can generate some frustration for players, but remember that real admirals were
often frustrated by things not turning out as intended. Navies desired the decisive battle for years, and
often it never occurred.

Real naval battles in history were few and far between. Historically, there were really only two full fleet
battles in the period covered by RTW3, Tsushima and Jutland. Most sea battles were minor actions, and
battles were often broken off after a few salvoes. RTW will actually generate far more battles than
historical naval campaigns. Having it deliver battles at a rate that closely follows history would have led
to a more uninteresting game, so the chance of battles happening has been increased over what would
have been historical to increase playability and fun factor.

Real navies could not expect to fight battles with their ideal ships where they wanted under the
conditions and force levels they wanted. Battles were often fought by second line ships in unexpected
locations and circumstances. RTW tries to recreate this. Some players seem to expect that if they have a superiority of ships in an area, any battles fought should reflect the overall force balance. That however, is not how real naval battles worked. Actions were often fought between forces that happened to encounter each other, and the defeat of the enemy fleet often had the character of a gradual attritional wearing down of the enemy fleet, with the larger fleet often eventually winning the naval war.

RTW also tries to simulate that navies needed to be balanced, and contain ships for different missions.
You cannot just build battleships, you need cruisers for scouting and cruiser warfare, you need destroyers to escort your major units, and to protect your merchant shipping from submarines. If you are deficient in one ship type, it can lead to imbalanced forces or an inability to field a force in some battles in RTW3.

The battle generator in RTW3 will start out with a type of battle, and a ship type suitable for that type of battle. Cruiser battles for example will try to generate a force centred on CA or CL (or possibly BC). If there are no ships available of the desired type, it will sometimes try with similar ship types present in the area. The number of ships in the force will be randomised, but is modified by the number of ships
of the type available in the area. Thus, there is a chance, but not a certainty, that the larger fleet will get more ships of the type. Tonnage is also taken into account, so a navy building very large ships of a type may get fewer ships than a navy with smaller ships.

The only battles in RTW3 that will put your entire fleet in action are fleet battles. A fleet battle will
generate a force with most battleships present in the area with their supporting forces, perhaps with
some ships missing due to technical and operational reasons. Note, however, that the AI also has a
chance to decline battles. If it feels it does not have enough forces in the area to contest the battle, it will stay in port. One thing that was added in RTW3 compared to earlier versions of RTW is the permanent division organisation. This was added due to player feedback. In previous versions of RTW, ships were automatically grouped in divisions when battle occurred, based on speed and characteristics. However, players understandably wanted more control over which ships would fight together. The division editor gives the player the possibility to build a permanent organisation for their fleet. The ships in the same division will be grouped together in battle, supported by the ships defined as supporting them, provided they are deployed in the same sea area of course. Some randomness is still applied as ships might be absent due to technical or operational reasons.

Another thing that has been requested by players is a more detailed operational setting for the battles,
with the player selecting the force for a particular mission or task, similar to how it worked in the
campaign game of our earlier game Steel and Iron. However, that required a system where the player
pays to activate a number of ships for a mission (otherwise the player would obviously sortie the entire
fleet for every operation). It also required simulating the base infrastructure available and a detailed set
of AI plans and courses of action for all possible mission sets. All of these had to be worked out and play tested. That was feasible for a limited and relatively stable theatre, like the North Sea, the Adriatic or the Baltic, but it would have required an unrealistic amount of work and data to create and playtest similarly detailed operational prerequisites for hundreds of potential battle sites over the whole world. Add to that the fact that in RTW possessions will change owners, which can dramatically change the conditions for any operational courses of action. That is why the battle generation system in RTW3 is considerably more streamlined.

Rule the Waves 3 - Update 1.00.14

We are happy to announce another update for Rule the Waves 3. Included in the patch are numerous bug fixes and UI improvements. Read the full changelog below.

What’s New in Version 1.00.14

  • Fixed a bug with warning when the player has exactly 2 AMC in peacetime, instead of more than 2.
  • Fixed a bug with unrest sometimes unintentionally increasing when industrial productivity increases.
  • More variation in first carrier AI design for some nations.
  • Fixed a rare bug where an enemy ship could get speed 0, which would generate error messages in battle creation.
  • Fixed a bug with Unit machinery sometimes being applied in battle even though the ship was designed without it.
  • Fixed a bug with DD and CL division commanders not being auto assigned when they should be.
  • Damage control training will now not be selectable before the tech is researched.
  • Fixed a bug in the display of medium and heavy SAM ranges against surface targets.
  • Fixed a bug where scrapped ships could turn up as coastal patrols in battles.
  • Added function to multi select air units and make them night capable.
  • Fixed a bug with industrialists complaining about the Navy buying foreign aircraft even if nation has no aircraft industry (China).
  • Fixed a bug with magnetic pistols doctrine choice not being saved.
  • Removed non-functioning auto ammo choice checkbox in doctrine screen.
  • Made sure the DD request event does not fire before DDs are invented.
  • You will now no longer be reminded if the museum ship is a carrier and has no aircraft assigned.
  • The close button in the division editor now keeps alignment to the right edge of the screen.
  • Fixed a bug with secondary hit modifier from director control sometimes wrongly calculated.
  • Fixed a bug with small ships detaching/slowing down to quickly from flooding, and large ships being to slow to do it.
  • User preferences, added option for no popups when divisions lose contact.
  • Increased starting distance in battles with long radar ranges (this will primarily affect the missile age).
  • CVL must now have a displacement of at least 6000 tons and a speed of at least 15 knots.
  • Separated the commander and division submenus in the ships in service popup menu.
  • In the ships in service popup menu, you can now reassign a ship to another division even if it already is in a division.
  • Made it possible to assign officers to command destroyer divisions from the officers tab.
  • Added a check for ship name being used when naming new ship classes.
  • Added "Independent" in the role selection screen of the division editor (= effectively no specified role).
  • Division editor: Made it possible to move divisions up or down in the division list.
  • When creating a division and changing the type of an already autonamed division, a new appropriate name can be autogenerated.
  • Made sure aircraft maneuverability can never go negative.
  • Probably fixed a bug that could corrupt savefiles (hard to recreate the bug).
  • Tweaked the AI to be more sensitive to threats to its home area.
  • The VP display is now updated immediately after the player or the AI declines battle instead of at the end of turn processing.
  • The visual equipment list in the design window is now cleared when you press "Clear all values" for the ship design.
  • Added a button to clear all visuals.
  • Reduced the chance of AI nations allying if they have incompatible government systems.
  • Officers are now sorted on rank value and not on rank as text.
  • Copy and paste air unit will now also copy carrier capable and night capable characteristics.
  • Added option to center the map on selected possession when selecting possessions after a peace.
  • Improved the list in the officer selection screen with sortable columns for traits.
  • Added some Rear Admirals to the officer pool at the start of a new game.
  • Added query for automatic mirroring of opposite mount when moving tertiary gun mounts.
  • There is now a chance for officers in the starting pool to have their traits known at start.
  • The player will now be asked about auto scrapping all AMCs after a war.
  • Prevented an error when pressing OK on an aircraft prototype request without selecting a role.
  • Ships transferred as reparations or lend lease are now automatically removed from division organization.
  • Fixed a misleading description text in research of Wireless Telegraphy.

Rule the Waves 3 - Update 1.00.008

We are happy to announce the first update for Rule the Waves 3. We have fixed several bugs and typos, tweaked templates to improve AI ship designs, and added a button to pick a ships name from a historical list.

What’s New in Version 1.00.008

• Fixed some glitches in torpedo fire arc visualization in the design window.
• Made sure tech sharing agreements are terminated if the nations are at war.
• Fixed a tension reduction bug
• Fixed some typos.
• Made slight adjustments to 1890 engine weight calculations and starting ship speeds.
• Fixed a bug in battle generation when one side has too few ships and only DD present.
• Fixed a bug that could generate error messages in AIDetermineTacticalStance
• Fixed a bug with placement of tertiary gun mounts occasionally not working.
• Tweaked some templates so AI generated legacy ships are not overweight in 1890 and 1900.
• Fixed a bug in blockade strength calculations.
• Removed confusing message "Ships without hangar can not have more aircraft than catapults" when the ship has a helipad.
• Added popup menu items to increase or decrease number of tubes in misssile launchers.
• Fixed an interface bug that allowed setting missile reloads too high.
• Fixed an interface glitch with entering course in numbers in the division status screen.
• Fixed a bug with submerged torpedo tubes contributing to topside load.
• Added a button to pick ship name from the list of historical names.
• Stopped the museum ship from counting as active ship in the almanac.

Rule the Waves 3 - Out Now

[previewyoutube][/previewyoutube]

We are happy to announce the release of Rule the Waves 3, a naval grand strategy game that places you in command of the great fleets of the 19th and 20th century. Engage in national politics, set your research priorities, build your fleet, and fight massive fleet actions from the age of ironclads to missile destroyers. Rule the Waves 3 is available as a digital edition on Steam.

https://store.steampowered.com/app/2008100/Rule_the_Waves_3/

Rule the Waves 3 - Dev Diary #6 - Jets and the Missile Age

After the mid-1940s, jet aircraft enter the scene. Existing aircraft carriers will have to be rebuilt to handle jet aircraft, adding blast barriers and angled flight decks. As carriers will need to be larger to handle heavier jet aircraft, carrier sizes will grow. Eventually, supercarriers of upwards of 60,000 tons will be the norm.

A carrier in the jet era.

The battleship will still have a role to play, but it will be eclipsed as the ultimate expression of naval might by the large aircraft carrier. Jet aircraft will eventually evolve to have allweather and day and night capabilities, but already in the final years of WW2, the missile makes its appearance. At first primitive, with limited range and easy to counter with jamming, guided missiles can still cause grievous harm to surface vessels. This leads to the development of anti-aircraft missiles to give ships longer range air defences against all these threats.

Existing ships can be rebuilt, or completely new missile cruisers constructed. Anti-ship missiles do not consume all that much space, and can be accommodated by most ships. On the other hand, anti-aircraft missile systems and their attendant radar arrays are huge and will take up most of the space on a ship. This will tend to lead to missile cruisers specializing into either anti-aircraft or anti-ship roles.

A fairly typical cruiser in the missile age.

Missiles are initially limited to line of sight, but with improved guidance systems will get longer ranges and even over the horizon capabilities. On the topic of missile combat and missile damage, real world historical experience is limited. A number of ships have been hit by missiles, with a wide variety of results, some being sunk by one missile hit, others taking multiple hits to sink. But there are no examples of large, armoured warships being hit by missiles, so the effectiveness of heavy anti-ship missiles on a dreadnought battleship is really unexplored. That means that the game relies more on informed speculation in the area of missile effectiveness than with, for example, torpedo or shell damage.

Missile damage in game is simulated with more variability than other types of hits. Generally, missile hits are treated as very large HE shells in game with additional incendiary effects (unspent fuel starting fires). They will do more limited damage if they hit the armoured belt, but can do substantial damage to superstructures, and often cause fires.

Incoming missiles

With additional technical development, you will be able to set up strikes from multiple platforms, including land missile batteries and missile submarines.

Setting up a missile strike on enemy ships.

This concludes the Dev Diaries for Rule the Waves 3. We hope these diaries have given you some insight into the breadth of the wargaming experience this game can offer. Over 80 years of naval warfare, starting with ironclads duking it out at 1000 yards and ending with missile shots from over the horizon. No other game covers such a long period of modern naval warfare, or gives such an insight into how technology, ship design and tactics interact and develop over time.