Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Dead or not dead?

Dead
- 0 (0%)
LIVE!
- 4 (50%)
Eh. Dont care.
- 0 (0%)
Asea, you lazy git...
- 4 (50%)

Total Members Voted: 8


Pages: 1 ... 17 18 [19] 20 21 ... 70

Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104451 times)

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #270 on: August 05, 2015, 07:18:08 am »

One, sadly.

Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #271 on: August 05, 2015, 09:45:01 am »

One, sadly.

+1
Logged
Max avatar size is 80x80

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #272 on: August 05, 2015, 09:54:54 am »

Keeping the revolvers? Allrighty then.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #273 on: August 05, 2015, 10:13:17 am »

Are SM1911/34 the modified M1911 and the SM 1895 the Nagant M1895 Revolver?
Looking at Funk's post, I think all Nagant M1895 Revolvers (SM1895) have been removed from production lines.
Logged
Max avatar size is 80x80

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #274 on: August 05, 2015, 10:49:11 am »

And apparently replaced with MGs. Interesting.

Well, if we can get another dude to support the list Ill finish the turn.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #275 on: August 05, 2015, 12:18:16 pm »

Reading it a again i can see that i forgot to add the Revolvers replacement.

This is what i meant to do was have the old revolver is replaced with the new machine pistol
And the old machinegun replace with the new one.
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #276 on: August 05, 2015, 12:31:05 pm »

Reading it a again i can see that i forgot to add the Revolvers replacement.

This is what i meant to do was have the old revolver is replaced with the new machine pistol
And the old machinegun replace with the new one.
+1
Logged
Max avatar size is 80x80

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #277 on: August 05, 2015, 12:33:13 pm »

Reading it a again i can see that i forgot to add the Revolvers replacement.

This is what i meant to do was have the old revolver is replaced with the new machine pistol
And the old machinegun replace with the new one.

+1
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #278 on: August 05, 2015, 01:11:49 pm »

Fall/Winter 1934
Part Two


 With the quick changes to production designs work goes underway to tool the factories as per specifications, not including the new lines. With the factories starting to churn out new weapons soldiers (and sailors in the case of the Ray class) undergo training in their new weaponry. The first stocks of the MM1927 are fitted to vehicles, as are the first examples of the MM1934. Troops receiving the new SM1911/34 undergo a love/hate relationship with it, as it combines faster firepower with more maintenance requirements. Troops now training with the SMM1934 Double adore the weapon, for even if one half of it misfires the other half continues working. Meanwhile, all is silent on the enemy's front.

 With production ceasing of the SM1895 and the MM1911, both weapons have had plans implemented to withdraw them from active service and for storage.

Spoiler: Production Deficits (click to show/hide)
Spoiler: Current Requests (click to show/hide)
Spoiler: Personnel (click to show/hide)
Spoiler: Completed Projects (click to show/hide)


The thread I started for the baddies hasent had one person post on it. Kindof a pity, but the forum is slightly smaller than this one.

Also, to replace an element of a design (say, giving the Baklain new MGs, or the flying boat new engines and guns) is a small action. Except for refitting ships or other major redesigns, which are build actions(Except where plans for a refit/redesign already exist and a production line is setup for refits). In addition, redesigns are not automatic. Pre-existing vehicles/craft/whatever need to go through a production line, or kits need to be made in a general factory(in cases where it can be done in the field).

Oh, and you guys have a god working for you now. Thats interesting.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #279 on: August 06, 2015, 04:29:52 pm »

I wonder who the aggressor nation is. The USSR? Nazi Germany? Italy invades us instead of Ethiopia? Whoever it is we need to set up defenses. Do we need to design bunkers and coast defenses or can we just begin the construction of them? Any way here are design proposals:

Design Proposals:
*Anti-tank grenades of some kind. I’m not sure of specifications yet.
*evilcherry’s suggestion of an iron helmet for infantry personnel.
-------------------
Hopefully someone or I will try to come up with a self-propelled anti-tank gun or tooling changes/acquisitions to fill our deficits at some point.
Logged
Max avatar size is 80x80

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #280 on: August 06, 2015, 05:01:22 pm »

 Oh, a note for those who dont check the spoilers, I added the missing numbers to your facilities, so you know howmany designs each give you. Yep, thats right. You can get more projects by adding more offices or design studios.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #281 on: August 06, 2015, 07:11:49 pm »

We can't forget that we still don't have enough tanks that actually shoot. We've been producing T-18's without guns because we don't actually have a line for the guns themselves. Then again, why are we still using T-18's? :P

Anyways, I think we should try to design a few land vehicles with improved weaponry. I've been thinking about an armored car ever since I began participating in this forum (I really like them and I don't know why).

Spoiler:  POAC-H/L (click to show/hide)


Spoiler: 45mm Cannon (click to show/hide)
« Last Edit: August 06, 2015, 11:22:39 pm by coleslaw35 »
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #282 on: August 06, 2015, 07:13:03 pm »

Oh, that makes a lot of sense now.

Construct:
-Design studio
-Numerous small bunkers along Plokhoy Ostrov's coastlines.
Logged
Max avatar size is 80x80

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #283 on: August 06, 2015, 08:58:00 pm »

The current engine is modular. You can shove two together for a 100HP engine, for instance.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #284 on: August 06, 2015, 11:13:38 pm »

The current engine is modular. You can shove two together for a 100HP engine, for instance.

I didn't realize it, and even then, I was a little suspicious as to whether or not 100 HP would have been enough.
After looking at some IRL armored cars, 100 HP actually looked pretty plausible. My bad, I was using only one AC as a reference, and I assumed that if I doubled the weight, I'd halve the speed. I'm dumb. I'll go back and replace the engine design with something else then.

Yeah, we'll just use two of those engines. Sorry about that.

Edit: Went and changed my previous post.
« Last Edit: August 06, 2015, 11:25:42 pm by coleslaw35 »
Logged
Pages: 1 ... 17 18 [19] 20 21 ... 70