Which battleship carriers were sunk in World War II


Leave the archive and display this page in the standard design: Marine-Mod



Hello dear fellow rulers,

Now that the Marine Mod project has already taken on such concrete forms, I'll try a little description here.

Schmoemis Marine Mod (SMM)

Revision of almost all ship classes of the nations Germany, United Kingdom, France, Italy, Japan, USA, Soviet Union, Sweden and the Netherlands including photos, dozens of new ship classes with photos, plus revision of the 1936, 1938, 1939, 1941 and 1944 scenarios as well as the Battle scenarios "Operation Husky", "Operation Downfall", "Operation Watchtower" "Southern Conquests" and "Battle of the Coral Sea".

Light porters can be equipped with porters (by Spocky / SLCM)

Photos & class names for light carriers for United Kingdom, France, Italy, Japan and USA (by Spocky / SLCM)

Realistically shortened Techtree for battleships & battlecruisers, i.e. no new designs after 1942

Porter teams have their own techs (remember TRP: cool :)

Additional naval related events

New units: modern submarine, carrier / battleship hybrid.

Ship units: improved models are no longer as expensive as in Vanilla & revised visibility values

Naval doctrines give range bonuses to submarines, transporters, cruisers & destroyers

Vanilla bug fixes

Revised ship brigades: more models, larger differences between "Capital" and "small" versions, construction time halved. (SMM for Doomsday: Armageddon)


Download
Language: English, German

Mirror 1:
Arcor.de

Version 0.2.3 for Armageddon (http://home.arcor.de/schmoemi/files/Hoi2/SchmoemisMarineMOD.7z) 1.3 Beta 2
Check sum: GLNC

Version 1.0.0 for Doomsday (http://home.arcor.de/schmoemi/files/Hoi2/SchmoemisMarineMOD_DD.7z) 1.3a
Check sum: CLZO
The version is considered "final", hence the version number. I don't intend to make the Doomsday version great, because Armageddon just offers more possibilities. However, bug fixes cannot be ruled out.

older versions:
Patch version 0.2.0.2 (http://home.arcor.de/schmoemi/files/Hoi2/SMM_Arma_patch.old.7z) for Armageddon 1.2
Checksum: EXEF
To patch the DD version to make it compatible with ARMA

Fight the Anglicisms!
I think the mod deserves a German name. : D

Installation instructions:
The mod is optimized for interaction with the JoneSoft Generic Mod Enabler (http://www.users.on.net/~jscones/software/products-jsgme.html), which I recommend without reservation.
The original files can also simply be overwritten, but keep in mind that the unmodified state can then no longer be restored.
moddir does not work !!!

I think Spocky's little carrier mod dealt with that too: D

Just look in his signature: D

I think Spocky's little carrier mod dealt with that too: D

Just look in his signature: D

Yes he has. But only with the porters, especially the accompanying porters. Incidentally, I also muddled up SLCM.
Firstly, it contains the class names and photos for all the accompanying carriers, which are not included in vanilla, secondly, I like the option of attaching to the CVL CAGs.

There is also a mod from He-man, I think. Over in the DMP forum and also announced in the P-dox forum.

There you go mainly to the battleships.
I haven't looked at it exactly yet ..

Greeting,
Chromos

Quite enjoyable, dear schmoemi!

Complete your marine mod, also or especially the SLCM variation! We will definitely examine it.

We'll wait for the things to come ...: D

Like big cats ... everyone just sits there and lurks: uhoh:

Okay, then I'll keep tinkering.

Oh yes and I would like to ask for the green light from the originator of the SLCM that I can mess it up with http://www.planet-smilies.de/a_smilies/demut_1.gif

Oh yes and I would like to ask for the green light from the originator of the SLCM that I can mess it up with http://www.planet-smilies.de/a_smilies/demut_1.gif

If the source is given no topic;)

So! Dear regents! I announce a great joy to you!

A first preliminary version of the SNE-Mod (schmoemis navy enhancement) can now be purchased and examined by download.

As promised, it contains new ship classes and their pictures, SLCM as well as correspondingly adapted 36er scenario files.

As soon as we have time again, we will contact you :).

I made a newer version that replaces the old one. 1938 scenarios are now also adjusted.

Sounds nice

maybe that's something for him

"Final 1931": D

PH

Yeah .. go ahead .. always test fixed and found errors and discussion material (dear schmoemi, why did you just do that like that and not ...) post here! :)

So again there is a new version (0.1.4), I have adapted the 1939 scenario, there is a new picture and also a new unit: The modern submarine (I originally made it for AEIOU). After all, there is still space in the tech tree and there are also modern destroyers, cruisers, carriers, etc., so why not a modern submarine as well? There are also modern submarine classes (+ pic) for GER, ENG, FRA & SOV.

See download link above.

I fixed a few bugs in the current version, so now the modern submarine and the corresponding text strings should all be available and work, and I also added suitable icons.

While adapting the scenario files, I came across a stumbling block that was mechanically game play, namely these annoying companion carriers. The game does not differentiate between escort carriers (CVE) and light fleet carriers (CVL), which European navies in particular used increasingly in the post-war period (and also today due to their significantly lower acquisition and operating costs) still use).
For example, Vanilla DD carries all light aircraft carriers of the late and post-war years (e.g. Colossus / Majestic class) but also the first aircraft carriers of the inter-war period (e.g. the HMS Argus and the HMS Hermes) as accompanying carriers. SLCM changes that, so that the Hermes is listed as a fleet carrier level 1 again and the first levels of the accompanying carrier are actually accompanying carriers like the Attacker class.

In the current version I kept the classification of SLCM, so that the British CVLs, which are already present in the initial scenario, are now fleet carriers level 1, which from a functional point of view they were, the idea for "mini" carriers with a few Aircraft to secure the convoys did not appear until much later.

Version 0.1.5 is in the works, there are a few new ship classes for the Reich (keyword Z-plan: ^^ :) and a few new pictures for the Royal Navy and the Regia Marina.

Version 0.1.5 is in the works, there are a few new ship classes for the Reich (keyword Z-plan: ^^ :) and a few new pictures for the Royal Navy and the Regia Marina.
The changes in the next version are a bit more extensive, so v0.2 is the new version number: cool:
More details will follow shortly in this theater.

Version 0.2.0 of the mod is available for download. The link can be found in the incoming mail.
What's new?

* Again numerous new ship classes with pictures for GER, FRA, HOL (!) and many more.

* There are now also events (!) which of course have a strong naval connection: D

* minor bugfixes in the translation and in the tech tree

* a complete set of revised icons for all ship units (so that finally heavy, light & battle cruisers as well as fleet & escort carriers can be distinguished more quickly)

: uhoh: Hmm, somehow I'm probably the only one who posts something here at the moment.

Anyway, version 0.3 is already in the starting blocks, I've added a few new ideas and also thrown out a few vanilla bugs: rolleyes:
I elegantly circumvented the problem with the escort carriers <--> light carriers, in that the first three unit models now call each other "escort carriers" and the last three "light carriers".
Well, if you wanted to be very meticulous, you could now completely separate the tech trees and possibly add models for both, after all, up to 10 different models would be possible per unit class.
However, I don't think so much of a huge unit zoo.
Therefore the 'Improved Missile Interceptor' makes the 'Simple Missile Interceptor' obsolete. Well, that has nothing to do with the Navy, but it suits my dislike of large unit zoos in the construction selection.

Well, what's new? A few pictures and a few strings of text bent into shape.
Well, why 0.3 and not 0.2.1?
Well, something new will be added, because I slaughtered another cow, the Vanilla Naval Techtree: rolleyes:
For now only the battlecruisers, which no human player builds anyway, because if the IC is enough, you build battleships right away, or if it is not enough, heavy cruisers: D
Yeah .. what did I do with the battle cruiser? I shortened the techtree, yes, read that right! And why? Well, battlecruisers were supposed to be the British Admiralty's panacea before WWI, and that's when they were built.
In the 20s they were actually long out of date, you no longer needed ships that were faster than battleships and had high firepower, because you could now build battleships that had all the characteristics of battlecruisers, namely firepower and speed.
So the battle cruisers in DD are more like "light, fast battleships" that were unusually lightly armed (such as the Scharnhorst / Gneisenau, the French Dunkerque / Strasbourg), or something like super-heavy cruisers. All these big ships were soon no longer in demand and became obsolete because of the enormous power of the Air Force and its defenselessness against it. That's why the Techtree now ends with the '41 battle cruiser. I only left the nuclear battle cruiser, after all, the Soviets built something like that after the war (Kirov class).
The second cow that would then have to be slaughtered would be the battleships after '41. They too were too big and too vulnerable to air raids, some were still in service until the 1960s, but they were all designed in the early 1940s.

... cow slaughter ...

Well, finally, those were my main points, I was always nagging because I would have liked to have a state-of-the-art navy without having to constantly build new ships.

This slimming diet is very fine

Well, finally, those were my main points, I was always nagging because I would have liked to have a state-of-the-art marine without having to constantly build new ships.

This slimming diet is very fine

Yes, I plan to extend this to the battleships as well. Does anyone really need a nuclear battleship? : rolleyes:

For the cruisers, destroyers and carriers, however, everything should stay that way.
One could still consider installing "thick ship modernization tech" that improves the values ​​of all existing battle cruisers and battleships. After all, some battleships were in service until the 1960s, when they were also stuffed with more modern weapon systems and electronics, among other things.

Yes, I plan to extend this to the battleships as well. Does anyone really need a nuclear battleship? : rolleyes:

Well who can also want to build them: P
You could unlock it via the naval doctrine "Big Pants".

Well who can also want to build them: P
You could unlock it via the naval doctrine "Big Pants".

Well, in tactical terms, battleships actually made no sense after 1945, which is why at most a few cross-heads had considered a battleship with nuclear drive.
And smaller cruisers and destroyers were better suited to escort the nuclear carriers.
What would make more sense would be a nuclear destroyer: ^^:

What would make more sense would be a nuclear destroyer: ^^:

But you are exaggerating!

Battleships were used in the Vietnam War: P

Because it was cheaper, calculated with a sharp pencil, to reactivate an old battleship calculated on the mass of bombs and then use it to cause a riot instead of throwing the whole thing out of planes.

But you are exaggerating!

Battleships were used in the Vietnam War: P

Because it was cheaper, calculated with a sharp pencil, to reactivate an old battleship in relation to the bomb mass and then use it to cause a riot instead of throwing the whole thing out of planes.

Yes used. But the ships were from 1941.: rolleyes: No new thick ships were designed after 1945. Except for carriers.
And the Americans had nuclear destroyers, at least according to the initial name (DLGN = Destroyer Leader Guided Missile nuclear powered). They were later reclassified as a nuclear cruiser (CGN = Cruiser Guided Missile nuclear powered).

Yes used. But the ships were from 1941.

Psst, now steal the punch line from me!
Human!

But you are right, the big ships are actually superfluous when you come across porters, unless you come within a striking distance of one kilometer, as with me in my AEIOU game!
That was a fireworks display, the porters were gone faster than you could say beep.

Psst, now steal the punch line from me!
Human!

But you are right, the big ships are actually superfluous when you come across porters, unless you come within one kilometer, as with me in my AEIOU game!
That was a fireworks display, the porters were gone faster than you could say beep.

Seen in this way, the game engine corresponds very well to reality. One only has to remember the fate of the HMS Repulse, the HMS Prince of Wales or the Yamato. The former "Queeens of the Sea" were relatively defenseless against massive air strikes, be it from land or from porters.

That’s why you realized relatively quickly that you actually no longer need this type of ship. The ships in service were gradually scrapped, the keeled ones aborted.

So, I've also reworked the tech tree for the battleships. The "Semi-modern" and the "Modern BB" have dropped out. The rest have moved up accordingly.
The "Atomic BB" is now the most modern.

New version (0.3) can be downloaded (see incoming mail):

* revised "naval" -techtree

+ You now have to have researched at least the simplest fleet carrier in order to research escort carriers. This ensures that you can also build CAGs for it.
+ shortened techtree for battlecruisers & battleships
+ Escort carriers now increase convoy_defense_efficiency like destroyers


* 'Sinking the HMS Repulse & HMS Prince of Wales' event

+ removes the two ships from the scenario
+ gives the thick ships (BB, BC) of the Commonwealth more air_defense


* more names for Italian porters

* Ital. Ship name prefix corrected from 'RM' to 'RN' (RN = "Regia Nave")

* vanilla bugfixes: rolleyes:

Ideas for the following versions:

* Add modernization techs for battleships that simulate the same and give the existing battleships better values, mainly detection values, combat and weather modifiers, possibly shore_bombardment, air_defense

* Own tech tree for CAGs, otherwise you always have to research the thick carriers for better CAGs.

* Secret weapon tech: on-board helicopters! ??

* Secret weapon tech: SAM / SSM for ships! ??

* new unit: hybrid battleship carrier
http://upload.wikimedia.org/wikipedia/commons/thumb/9/9f/Ise1944.png/800px-Ise1944.png
The only question that remains is how to best implement this. As a battleship or rather as a light carrier (then you could attach CAGs)?
As a generally researchable tech or maybe just as an event for the Japs ..?

* A version for Armageddon

Which of these things would the esteemed regents like?

+ You now have to have researched at least the simplest fleet carrier in order to research escort carriers. This ensures that you can also build CAGs for it.


I think that's good



+ shortened techtree for battlecruisers & battleships


Very beautiful





* Add modernization tech for battleships that simulate the same and give the existing battleships better values, mainly detection values, combat and weather modifiers, possibly shore_bombardment, air_defense



JO that's a nice thing!



* Secret weapon tech: on-board helicopters! ??


then brings more ASW or what?



* Secret weapon tech: SAM / SSM for ships! ??


Would be worth an idea, so that sometimes smaller pots do damage, how about a missile cruiser: P?



* new unit: hybrid battleship carrier
http://upload.wikimedia.org/wikipedia/commons/thumb/9/9f/Ise1944.png/800px-Ise1944.png
The only question that remains is how to best implement this. As a battleship or rather as a light carrier (then you could attach CAGs)?
As a generally researchable tech or maybe just as an event for the Japs ..?


sounds good at first
One would only have to rethink the range of uses first.



Which of these things would the esteemed regents like?

Everything and a lot of it;)

Thank you for your feedback, dear Garfield!


* Big ship modernization
JO that's a nice thing!

That only gets a bit complicated with DDA, because the ship brigades there simulate something similar.
Yes, I've already looked at DDA a bit because of that.



* On-board helicopter
then brings more ASW or what?

Yes, more subattacks, an improvement in the detection values ​​and possibly also an improvement in the submarine hunting efficiency.



* SAM / SSM on ships
Would be worth an idea, so that sometimes smaller pots do damage, how about a missile cruiser: P?
There is already a tech for the Surface-to-Air-Missile (SAM), except that the one in Vanilla is only the Flak eff. elevated. The effects of this tech could be expanded further or a separate tech could be introduced.
A SAM brigade for ships would be conceivable for DDA: ^^:
The surface-to-surface missile or ship-to-ship missile (SSM) does not actually exist in the game, you could introduce it as a new secret technology, it would then, for example, increase the sea attack values ​​crisply. The range should also actually improve.
Here too ... in DDA you could make a ship brigade there



* BB / CV hybrid
sounds good at first
One would only have to rethink the range of uses first.


To partially compensate for the loss of carrier strength at the Battle of Midway, Navy Aircraft Department began plans to convert the Ise-class battleships to full-sized aircraft carriers each carrying 54 planes. This concept was abandoned due to lack of time and resources and a hybrid battleship / carrier concept was adopted. Ise was dry-docked, and her aft No.5 and No.6 main turrets were removed and replaced by a hangar surmounted by a 70 meter long flight deck and a "T" -shaped aircraft elevator. This was long enough to permit the launch of aircraft, but not their recovery. Plans called for the new hangar to carry nine planes inside, with 11 on deck and two on each catapult; However it was later realized that a single faulty aircraft engine could ruin the whole concept. To prevent jams, the deck was fitted with two rails, 12 turntables, trolleys and tie-downs. Two 25-meter Model 11 catapults were installed on tall supports on the port and starboard sides forward of the flight deck. A collapsible derrick crane was fitted port abaft. The new deck was covered with 200 mm of concrete to compensate for the unbalanced condition created after removal of the aft armament. A one-meter thick layer of concrete was also poured around the main steering and reserve steering rooms and a 150-mm horizontal armor cover was added.

Anti-aircraft weapons were improved to better fight off aerial attack. The eight single 127-mm DP guns were replaced with eight twin-mounts. The Type 96 25-mm AA guns were increased from twenty to 57 (including 19 triple-mounts). Type 21 air-search radar and two Type 22 surface search radars were also installed.

As modified, Ise could carry 22 aircraft. The operational concept envisioned Ise accompanying the Carrier Strike Force, and launching its 11 Yokosuka D4Y2 Suisei ("Judy") dive-bombers and 11 Aichi E16A Zuiun ("Paul") seaplanes that are capable of diving attacks to add another 44 bombers to the Strike Force. The Suisei had to land either on a conventional carrier or on land bases whereas the E16A could be hoisted back on board after landing near the ship by using a crane. Ise's final aircraft allowance called for 14 E16A and eight D4Y2.

The rebuild was officially completed on 1943-10-08; However, as training with the new pilots was not completed by autumn 1944, Ise was never used in its new configuration in an operational mission. It aircraft were offloaded to land bases, and Ise continued to be used as a pure battleship in the cover force.
They were probably not fully-fledged carriers, the planes could take off by catapult, but could no longer land on the BB / CV on the flight deck that was far too short.

I also want to say something. I'm following the discussion right now, and quite so I disagree. I find these hybrid carriers rather than superfluous. Almost all of them were used by Japan, apart from the first aircraft carriers. I think that something like this is simulated well by the light carriers if you can attach brigades to them.
Furthermore, I am in favor of an Armageddon version so that I can test the mod. The tech for SAM / SSM would be easy to solve in Arma, because there are pointless brigades there. This tech shouldn't be overpowered like a V2 rocket. So not that the missile cruiser has an attack of 300. : D

I also want to say something.
Go ahead ...: cool:



I'm following the discussion right now, and quite so I disagree. I find these hybrid carriers rather than superfluous. Almost all of them were used by Japan, apart from the first aircraft carriers. I think that something like this is simulated well by the light carriers if you can attach brigades to them.
Of course that's true. For me, after a little research, it's more like an oversized seaplane tender / aircraft mother ship. The latter, however, were used in all larger navies.
http://upload.wikimedia.org/wikipedia/commons/e/e2/HMS_Engadine.jpg Image: British seaplane tender HMS Engadine

Since the hybrid carrier battleship was such a Japanese specialty, I also thought about installing the whole thing through events for Japan.


Furthermore, I am in favor of an Armageddon version so that I can test the mod. The tech for SAM / SSM would be easy to solve in Arma, because there are pointless brigades there. This tech shouldn't be overpowered like a V2 rocket. So not that the missile cruiser has an attack of 300. : D
Yes, DDA offers a lot more leeway through these ship brigades to implement my ideas. What has kept me from DDA so far was the lack of translation.

* Big ship modernization tech
First on hold because I fear conflicts with DDA.

* On-board helicopter
Should definitely be in 0.3.1. The tech increases the ASW efficiency and gives more surface_detection and air_detection values.
sub_detection can apparently not be increased as a tech effect, just as little as subattack: no:

* Ship SAM
Should be a FLAK ship brigade for DDA. So does not come in v0.3.1.

* Ship-to-Ship Missile
Here, too, I tend towards a ship brigade for DDA, which gives more attack values ​​and increases the weapon range.

* Separate Techtree for CAGs
I think it makes sense because there are 2 types of ships that can use CAGs. You can also research the Turbojet CAGs separately. I definitely want to add that, even in the non-DDA version.
There is also space for it in the naval tech tree.

* BB CV hybrid battleship
I am currently tending towards an event solution, so that the ship type will only be available to the Japsen.

Version 0.3.0.1 online that fixes a few bugs. (see readme)

Version 0.3.1 is available for download (see opening post)

* new secret tech "board helicopter"

* Events for the conversion of the "Ise" and "Hyuga" into a hybrid battleship aircraft carrier. The new unit type BB-CV is then only available for JAP

* And again a few bugfixes that fix wrong image assignments and much more

Unfortunately, I believe that it was not possible to create new ship brigades at Armageddon. Would you have to pack several effects on one brigade? So that you pack SSM and SAM into one tech area. Then you would have to investigate more closely. ;)
Maybe you could build the helicopters as separate units or CAGs? So that you can later build helicopter carriers as a smaller nation. Pretty much.

Unfortunately, I believe that it was not possible to create new ship brigades at Armageddon. Would you have to pack several effects on one brigade? So that you pack SSM and SAM into one tech area. Then you would have to investigate more closely. ;)

As with DD, I think the same applies here: You can only remodel existing ones. But there are so many ship brigades, including some useless ones that you can muddle up for.

SAM is not a problem. There is the ship anti-aircraft brigade, which would be a good choice.
SSM is a little tricky. You could mess up an unnecessary brigade. The torpedoes e.g.: cool:

... state-of-the-art marine ....

Fight the Anglicisms: D

Fight the Anglicisms: D
IMPORTANT POST !! : D

Well, actually I just wanted to announce that v0.3.2 is already slumbering here on my computer.
In this version, the CAGs have their own techtr ... (uh, stop fighting the Anglicisms !!: o) technology tree, so that you no longer have to research the large carriers but can rely entirely on the light ones.
In addition, after my own test games I revised the events a bit, again a few bugs .. sorry .. Beetles removed and well .. I'm still thinking about adding the hybrid battleship to the Techtr .. * args * technology tree so that it any nation can build (if they want).

I have to admit that I'm running out of ideas for the non-Arma version: rolleyes:

So, the Hybrid BB / CV has found its way into the tech tree so that even a non-jap can explore it if he wants to.

There are 2 new events, one about the torpedo crisis of the Germans or the torpedo scandal of the Americans and one about the sinking of the 'Athenia'.

In addition, the separate CAG tech tree will be part of v0.3.2.

There were still suggestions to include the sinking of the HMS Royal Oak by U-47 in the port of Scapa Flow as an event, but I still have no idea what exactly that might look like.

And of course you could still build in MTBs (Motor Torpedo Boats) somehow, because the cute little things seem to have a tactical value that should not be underestimated.

http://www.s46-fuchs.net/typ_s38_2.jpg

How much displacement did the boats have?
I would make the implementation in the game dependent on that.

v0.3.2 is now available.

By the way, the mod has now grown to 5 MB (download size): eek:

How much displacement did the boats have?
I would make the implementation into the game dependent on that.
50-100 tons

50-100 tons

You could be installed as a brigade. Or maybe as a small group like the destroyers?

You could be installed as a brigade. Or maybe as a small group like the destroyers?

At C.O.R.E. are MTBs in it, if I remember correctly.

Does the Lord want it hosted?

Abominus; 417049 '] Perhaps the Lord would like to have it hosted?
On www.abominus.de.vu? : ^^:

Hmm .. why not? :cool:

/ me will sit down tomorrow. He still has something to do at the moment :).

Abominus; 417066 '] / me will be in touch tomorrow. He still has something to do at the moment :).

Well. It is always good to have alternative sources in case the primary source weakens.

At C.O.R.E. are MTBs in it, if I remember correctly.

I think they'll take them out again.
Was probably also due to your 1 ship design.

I recorded them with me in 3 stages.
Will be dangerous for coastal defense in bad weather.
Other "fish food" ...

But that makes destroyers great for small countries.
:)

Greetings,
Chromos

http://www.planet-core.net/forum/dload.php?action=file&file_id=47

Mirror

Before speedboats come in, I would almost find the torpedo boats more interesting.
There were also some of them. Entire flotillas with captured ships were in action in the Mediterranean
http://www.german-navy.de/kriegsmarine/ships/torpedoboats/index.html

Spocky
P.S.
Meanwhile, I could also offer a stable mirror

I see the later torpedo boats more as light destroyers or fleet escorts.
That's why I put them with the destroyer types.
And the early ones were more like speedboats .. Well, roughly, they weren't really suitable for the high seas.

You could still pack the early torpedo boats with the speedboats, since they were supposed to fill the same role there.

I'm also more about roles than classes. The role of coastal defense was carried out well by the speedboats. Are just special and not intended for the high seas.

There is already some information in the source mentioned by Spocky.
There is also something about the success of the speedboats ..;)


Greeting,
Chromos

I see the later torpedo boats more as light destroyers or fleet escorts.

Well, that's how I actually thought. The "torpedo boats" as light destroyers are "slain" by them.

MTBs ... hm. I just don't know how to implement it properly.

Oh, I don't think I want to introduce any new unit types. Too complicated. I actually wanted to keep that vanilla feeling :)


An armed merchant ship? So an armed van?

More like submarines, only that the auxiliary cruisers have a much greater range.

MTB's, e-boats, speedboats ...

Medium range (then you have at least a little chance of damage, little damage, short range (only to be used in coastal waters)
or
Short range, high damage (if you can get there the torpedoes will hurt!), Short range

Very little flak and medium detection.
If necessary, you can also ensure that the positioning of them is always higher than that of other ships, then you should perhaps also be in the nuclear submarine class ..

The Hilskreuzer can possibly also be represented by the nuclear submarine class.
(You can also pack the nuclear submarine with the conventional ones.)
They're also difficult to locate.
Would be a flavor unit. The German auxiliary cruisers were quite successful ..

Otherwise just take a free transporter and give them more detection and armament. (Armament roughly between destroyer and Lt. Kreuzer.)

Greeting,
Chromos

Otherwise just take a free transporter and give them more detection and armament. (Armament roughly between destroyer and Lt. Kreuzer.)

Greeting,
Chromos
Yes, I thought of that too.
It's really stupid that you can't define new unit classes: o

Let's put our hands on our laps, think of EU3 and hope for HoI III ...

Abominus; 417440 '] Let's put our hands on our laps, think of EU3 and hope for HoI III ...

and write a wish list:
- working editor
-all in text files
-performance

Sorry, I have a date tomorrow, I'm euphoric

and write a wish list:
- working editor
-all in text files
-performance

Sorry, I have a date tomorrow, I'm euphoric

With a puss? : ^^: But rather with a stray flea bag: D

and write a wish list:
- working editor
-all in text files
-performance

Sorry, I have a date tomorrow, I'm euphoric

I'm happy, I hope he's nice to you.: Gluck:

Version 0.3.3 is available for download.
There is nothing fundamentally new in it, but there is some fine-tuning.

Research time for the carrier is reduced, because in return you have to research the CAGs separately.
Semi-modern carrier OR semi-modern light carrier should now be able to lead to the Turbojet CAG
and a few more fixes in the tech tree

The first Armageddon version (alpha) is now available. Is essentially the same as the Doomsday version that I modified a little for DDA. Alpha, because I only briefly tested whether it works at all.

Small bug fix. Had worked a bit sloppily. :O


Abominus; 418228 '] Where is the link? :)

Simply LINK (C: \ Program Files \)

Simply LINK (C: \ Program Files \)

Funny link ....: tongue:

Abominus; 418268 '] Funny link ....: tongue:

Hmm, should normally refer to C: \ Programs, well it doesn't matter I'm too tipsy that this works, but give it to you, you had hopes for a moment;)!

He doesn't drink so much chocolate liqueur and he kindly makes an AAR with the Soviet Union under AEIOU: D.

Abominus; 418275 '] Don't drink so much chocolate liqueur and kindly make an AAR with the Soviet Union under AEIOU: D.

Fair trade red wine, it was fair trade red wine!
In addition, according to the current bill, I have a whopping 3 AARs running and a construction site regarding girlfriend, so in spe, I'll do the hell and tie another AAR to my leg.

I'm still not sure if this ominous woman really exists ... but well, let's just pretend she does. Then he or she, however, has top priority ... :)

Abominus; 418228 '] Where is the link? :)

Always in the incoming mail;)

So the mod seems to work with Armageddon too, I played a bit today.
This means that the DDA version loses its alpha status.


Since the mod apparently also works with the current Armageddon version without any problems, I start thinking about what might be new in the next Armageddon versions:

Ship brigades
By default there are only 2 versions of each brigade, a simple and an "improved" one. I think the brigades in general could
get cheaper
have more than 2 versions
require less construction time
differ more for small and large ships, as the worthy Garfield already indicated, on a large pot there is more space for additional equipment and systems as on a small ship.

also

possibly allow torpedo brigades for submarines, let's see if that works.
SAM and SSM brigades

There is a new SNE version (0.3.4) for Doomsday.
I once changed the construction costs of the ships so that they no longer rise so much for newer models, as the construction times are sometimes longer.
Destroyers and submarines, for example, now move between 2-3.2 IK, light cruisers between 3-5 IK, heavy cruisers between 4-7.2 IK (8.5 IK for the nuclear cruiser). Suitable for battleships, battlecruisers and carriers. The rise in construction costs is therefore no longer as blatant anywhere as in Vanilla.
This will also be adapted in the new Armageddon version.

It is a historical moment!
For the first time in the development history of SNE, the Armageddon version will have extended features and the extent of the changes will differ from the version for Doomsday.
Of course, all changes in the Doomsday version (0.3.4) are also included in the Armageddon version (0.1.2).

So I have now sat down at the ship brigades:

Radar, fire control system and anti-aircraft guns have been completely redesigned. In addition, all ship brigades are now cheaper and built twice as quickly.
The radar brigade now comes in 3 levels: decimeter, centimeter and modern radar; The radar for large ships is a little more effective than the radar for the screens, but it also costs more IK / MP and takes longer.
The fire control system comes in 4 levels: simple, improved, electronic and modern. The increase in seaattack & shorebombardment values ​​is crisper than in the vanilla version, but the range bonus is lower (max. 5 km for big ships, 4 km for screens). A fire control system primarily improves the hit rate, the range is determined more by the caliber, barrel length, etc. of the cannons. Again, the thick ship versions are more effective than their little pedants.
The ship anti-aircraft brigade now also has 4 levels: Simple, Improved, Semi-Modern & Ship-to-Air Missile. Again, the large version is more effective than the small one.
Torpedoes, ASW and hull armor are unchanged except for IK / MP consumption and buildtime.
\ config \ Boostertext.csv revised so that the brigade names are clear.

good Morning

Don't want to complain :)
but my HoI Armageddon is no longer running.
But I would like to continue the beta tester :)

Have only overwritten the original files with your files.

All clear.
HoI 2 doesn't seem to like it when a second monitor is operated and it is only allowed to play on one.

Ehm and as a name for the German super battleship classes:
In addition to his plans for the 5-meter-gauge railway, the small 1000t Ratte tank, there was still time until 1944 to have a few new design studies done for battleships:

H-class: approx 54,000 t

H42 - 90,000 t construction displacement 98,000 t use
H43 - 111,000 t construction displacement 120,000 t use
H44 - 131,000 t construction displacement 141,000 t use

H variants: http://www.german-navy.de/kriegsmarine/zplan/battleships/schlachtschiffh/history.html
Rat: http://www.panzer-archiv.de/planungen/deutschland/p1000/p1000.htm

the small 1000t tank rat

yes, actually small, especially when you put it in relation to the P1500:

http://www.panzerlexikon.de/p1500.jpg

from www.panzerlexikon.de
Germany / tanks / drafts

All clear.
HoI 2 doesn't seem to like it when a second monitor is operated and it is only allowed to play on one.

Ehm and as a name for the German super battleship classes:
In addition to his plans for the 5-meter-gauge railway, the small 1000t Ratte tank, there was still time until 1944 to have a few new design studies done for battleships:

H-class: approx 54,000 t

H42 - 90,000 t construction displacement 98,000 t use
H43 - 111,000 t construction displacement 120,000 t use
H44 - 131,000 t construction displacement 141,000 t use

H variants: http://www.german-navy.de/kriegsmarine/zplan/battleships/schlachtschiffh/history.html

Hm .. yes .. I was already thinking about installing them as well. Then you would have to correctly rename the first H-class to H39.

Small hotfix that changes the event ID ranges (99xxx) so that the IDs will hopefully no longer interfere with each other. :O

Hi

I just noticed that the CAG in the DR for heavy and super heavy air groups introduced the same machines as new ait groups (Me.155 and Ju-87c Stuka). Maybe you can introduce a fictional Ju-187T. and then put the last stage on Superheavy and introduce the Ju-187T last.

Hi

I just noticed that the CAG in the DR for heavy and super heavy air groups introduced the same machines as new ait groups (Me.155 and Ju-87c Stuka). Maybe you can introduce a fictional Ju-187T. and then put the last stage on Superheavy and introduce the Ju-187T last.

This is more often so that the names remain the same across different levels of the CAG.
I haven't dealt with that in depth yet.

I took up the suggestion and added the super heavy battleships for Germany. There were also drafts for hybrid BB-CVs in the Z-Plan, one of which is now included.

Will update the mirror ... when I get home tonight.

So, dear generals,

I sacrificed the Capital Torpedoes for the anti-ship missiles for the new version of SNE for DDA.
I also played around with the small torpedoes a bit. You should now be able to use them with submarines and destroyers, and are explored with the submarines.

Edit: Ship brigades probably don't work with submarines, any more than with transporters. So I don't really have any idea what to do with the small torpedoes.

A brigade that increased the range would be handy too, wouldn't it?

Practically yes, but which warship always has its supply ship with it ...

Except for the auxiliary cruisers (which saw the next pinch of oil and coal stocked up) only a few. Then it is better to increase the range of the freighters themselves.

Total OT (?):
Is it actually realistic that a heavy cruiser (developed in 1944/45) really had worse combat values ​​than a first generation battle cruiser? Personally, I would rather rely on the heavy cruiser.

Practically yes, but which warship always has its supply ship with it ...

Except for auxiliary cruisers (who have stocked up on the next pinch of oil and coal) very few.
Oh yes ... those annoying auxiliary cruisers ... since you can't generate any new unit types, you would have to take an already existing unit class. Either you take a submarine or a transporter, the problem is that the auxiliary cruiser is then called "1st submarine flotilla" or "13th transport flotilla" ...
All that remains is to mess up the nuclear submarine - which has its own unit class - for it.
Another possibility: Auxiliary cruiser is only available by event.


Then it is better to increase the range of the freighters themselves.
"Freighter" certainly means the transporters. In principle, there is still a lot going on. Obviously, as a tech effect, you can also increase reach. One could even increase the transport capacity.
Since the fixed range of the transporter has always bothered me, I will modify the marine doctrines so that with their help the range of the transporters can be adapted to that of the modern big ships.
At least if you take the right branch;)

In addition, other doctrines should increase the range of the submarines, which in my opinion also makes a bit of sense, after all there were German submarines that operated in the indicator



Total OT (?):
Is it actually realistic that a heavy cruiser (developed in 1944/45) really had worse combat values ​​than a first generation battle cruiser? Personally, I would rather rely on the heavy cruiser.
Well, emotionally, I would say that a modern heavy cruiser is of course more powerful than such a battle cruiser from WWI. You mean the modern heavy cruiser, right? I'll take a look at the values. If you mess around with it too much, there is a risk of debalancing.

Total OT (?):
Is it actually realistic that a heavy cruiser (developed in 1944/45) really had worse combat values ​​than a first generation battle cruiser? Personally, I would rather rely on the heavy cruiser.
So I checked:


| BC I | CA VI | CA VII
=======================================================
seaattack | 12 13 14
seadefence | 8 9 10

Fits right? :cool:

Why can't you define your own ship classes?
In the Core Mod they do that too and I am also of the opinion that I have developed such a flak cruiser. Unfortunately, I just never got the event (converting English C / D-class cruisers into flak cruisers) to run.

The ships fit like that, I think :)

I'm about to upload a new SNE version (v0.3.5) for Doomsday.


Revised marine doctrines. Some now give range bonuses for submarines, transporters, cruisers & destroyers.
Revised ship visibility. It no longer only depends on the type of ship, but also on the tech level. The ship designs got bigger and bigger over time. The light cruiser now has the lowest visibility, as it is the smallest single ship. Then come destroyer flotillas and heavy cruisers. Battlecruisers are just as visible as battleships (except for super-heavy battleships, which are of course particularly visible due to their sheer size) because they are actually just as big. Escort carriers are positioned in the area of ​​heavy cruisers, light carriers between cruisers and battleships / battle cruisers.
The super-heavy fleet carriers from level 6 have the highest visibility, while the pre-war carriers behave somewhat like light carriers.


The Armageddon version with the same innovations will follow later when I know what exactly to do with the small torpedoes ...: o

Why can't you define your own ship classes?
In the Core Mod they do that too and I am of the opinion that I have developed such a flak cruiser. Unfortunately, I just never got the event (converting English C / D-class cruisers into flak cruisers) to run.

Because you cannot "create" your own unit classes. You can only "rededicate" existing ones. Since you can have a maximum of 10 models of each unit class (from 0-9) and these 10 are usually not used, you can still add new units. But then they are always in an existing unit class, i.e. an auxiliary cruiser would either have to be a cruiser, a transporter or a submarine (?). If you include one of these in the construction list, it is given a name from its unit class, i.e. if it is a transporter, it is given the name "x. Transport Flotilla", for example, a somewhat stupid name for an auxiliary cruiser.
And that only works very well with the ships, all other unit types are modernized, always up to the most modern available level, you have to put in "blockers" to prevent that.

Ahh :)

Thanks for the explanation.

And now that you mention it, it's true that I had run the flak cruisers as light cruisers.

So today I hand in the new version for DDA. As always, it contains all the features of the Doomsday version + the new anti-ship missile tech / brigade (the tech would need a tech picture, so if you want to play with it ...: rolleyes :) + revised torpedo brigades.

A question, can the AI ​​handle the mod at all? At the moment games as Japanese of the Ami has over 15 carriers and 25 battleships, but has not yet developed or further developed the special carrier aircraft.

A question, can the AI ​​handle the mod at all? At the moment games as Japanese of the Ami has over 15 carriers and 25 battleships, but has not yet developed or further developed the special carrier aircraft.

Hm .. so in my test matches the AI ​​is also doing research on the new porter squadrons ..

Since nothing new has been added apart from a few bug fixes and the missing tech picture, the version number remains.
See also incoming mail.

But be careful! The checksums have changed.

So I've been testing the marine mod for several hours and have to say, yes marine is more interesting than I thought, especially with the Reich. Nothing more delicious than when the Briton approaches my battleship fleet at a distance of 5 km (!!!) despite better positioning! Muahaha

Here is a bit of criticism from the DR perspective:

Crucial interception doctrine

The doctrine is 1940 but the 2 after that are 1939?

Substitute carrier doctrine

Pointless for the empire, better to do something for battleships.

destroyer

Why do you have the improved ships of all ships only from the destroyers?

Criticism is allowed I assume: D

[EDIT] Oh, and the Raeder tech team should get the "marine technology" grid :)

Here is a bit of criticism from the DR perspective:

Crucial interception doctrine

The doctrine is 1940 but the 2 after that are 1939?
The problem exists in other branches too, but that's not a problem, is it?
It would be worse if a '40s tech came along, and those afterwards were' 48s, then you would have to wait 8 years to continue researching in the tree, so you can continue with the text right away and without a penalty: cool:


Substitute carrier doctrine

Pointless for the empire, better to do something for battleships.
Since escort carriers make perfect sense in battleship fleets, I don't find the doctrine all that pointless.


destroyer

Why do you have the improved ships of all ships only from the destroyers?
I don't know, ask the guys from Paradox.
I think they stuck to historical guidelines. The German destroyer types of WK II in particular were developed relatively late. In relative terms, the designs of the large ships are older. Although I'll check whether you can take out a few more techs: D
But that's not that wild, with the good German tech teams you researched them straight away.


Criticism is allowed I assume: D

[EDIT] Oh yes, and the Raeder tech team should get the "marine technology" grid :)
I think about the Z-Plan: cool:

So, thanks to the Confederate, I was able to carve another Armageddon version very quickly.

Z-Plan is included in both versions as an event chain.

As always: see incoming mail

The current version of SNE is now made in such a way that the majority of the mod is in the Doomsday file. If you want to play the mod with Armageddon, you then have to iron the 'Armageddon Patch' over it.
This is perhaps a bit more complicated, but it gives me a better overview of the versions, and 90% of the files for DDA are identical to those for DD.

Oh yes, and if somebody plays with Sweden: I have revised the Swedish ship classes and there are also photos.
(It has become a paradox with the Swedes: D actually didn’t let it be refrained from installing some phatasis ship classes, which of course had to all believe in it)
Also new: Italian submarines

I have now moved the nuclear submarine to the other submarines, so a unit class is free (which is currently unused, but you could mess it up for something else. Motor torpedo boats or the like.)
Suggestions are gladly read. :cool:

In addition, there is now a changed loading screen for Doomsday users, which discreetly indicates that a modded HoI2DD is currently being loaded * cough *: smoke:

You just have to familiarize yourself with the Paintshop a little and then you get very good results.
I will then put together something similar for the Arma version.

There were torpedo bombers in HOI1.
Torpedo boats that are fast and good against submarines would be a nice idea

PH

There were torpedo bombers in HOI1.
So planes? There are naval bombers / torpedo bombers in HoI2 too ...


Torpedo boats that are fast and good against submarines would be a nice idea
So even better as a destroyer?

I will then put together something similar for the Arma version.
Don't be surprised that the Arma Patch has gotten so big. It now has its own loading and start screen.

Since there is no automatic upgrade for ships, other individual ships could be installed there.

e.g.honestly bothers me that the tribal class destroyers are doing so badly. Maybe you could build in the new class large destroyers (e.g. French Mogador / British Tribal / German Spähkreuzer) class there. Then install an auxiliary cruiser or something similar there. Hold everything that doesn't fit into any other class.

Since there is no automatic upgrade for ships, other individual ships could be installed there.

E.g. I honestly bother that the tribal class destroyers are doing so badly. Maybe you could build in the new class large destroyers (e.g. French Mogador / British Tribal / German Spähkreuzer) class there. Then install an auxiliary cruiser or something similar there. Hold everything that doesn't fit into any other class.
Remember that they would all have the same names and the same positioning values.
I would prefer to pack large destroyers with the destroyers, there are still a few models available.

So .. I'll take the cobwebs away, wish you a happy new year and give the mod a German name. Fight the Anglicisms. :cool:

uh
is the link to the Arma patch wrong?
I only get an error message.

uh
is the link to the Arma patch wrong?
I only get an error message.

Unfortunately you were right! The link should now work.

How about anti-aircraft cruisers (Dido / Alaska class) for the free navy area?

An idea that I still had, since fleet tankers have not played a role so far:
Tankers are difficult to build, but there are two options
1.) as technology (that's how it was in Hoi 1)
2.) as a brigade. But would probably only go in RM (enough pointless naval brigades: D)

Spocky

So when the 1.3 patch for Armageddon comes out, do I smell work ...?



New version for Armageddon 1.3 Beta

The Doomsday version goes into the "final" stage, apart from bug fixing I will probably not do anything about it.

I don't know, do you need a version that is still compatible with Armageddon 1.2?

How about a version that is AoD compatible? : ^^:

Abominus; 558478 '] How about a version that is AoD compatible? : ^^:
Well, AoD has to come out first, right? : ^^:

First see what the "final" Patch 1.3 brings for Armageddon ...

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