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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


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Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104124 times)

3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #990 on: December 24, 2015, 05:56:37 pm »

Added the landing crafts and electronic parts to production. Changes are in green. Any suggestions for tooling?
Spoiler: Tooling List (click to show/hide)
I just noticed: The Factory N2 is probably the Naval Warfare Factory (so Long Arms/Artillery)? In this case, I propose we instead retool N1/2 away from the Coastal Defense Vessel to the NLAC.
For the NW factory, I propose we produce the M1932 40mmAAA Cannon, ATHM1933, CA-A-M1935 and the 130mm cannon.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #991 on: December 24, 2015, 08:02:50 pm »

New changes in red. We'll call the new factory NW1 now, but Aseaheru should decide on the proper acronym.
Spoiler: Tooling List (click to show/hide)
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3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #992 on: December 25, 2015, 04:43:38 am »

'Two more aircraft + engine lines'(needs more details)
What kind of details do you need? Right now, instead of a new factory I'd say we just add it to A1 and AM1; that is:
Add two further aircraft production lines to Factory A1
Add two further aircraft engine production lines to Factory AM1.

New changes in red. We'll call the new factory NW1 now, but Aseaheru should decide on the proper acronym.
Spoiler: Tooling List (click to show/hide)
I just noticed a small problem with that.
Right now, we're producing 220 SDE M1933 engines per turn, of which 150 are used for POACs. Producing both of the landing craft costs us 450 engines per turn. We can therefore produce only 49 landing craft by using all of our next turn's engine production, leaving us without any new POACs. Even the new engine factories, producing the SDE M1933 engine exclusively, will leave us with a shortfall of 280 engines, necessitating the engine improvement program to increase our production by something like 75%.
Also, I'd recommend you change the assignment of Line 1 with Line 4, which'd mean we actually produce some of the 130mm guns we want to put onto our destroyers.
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tryrar

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #993 on: December 25, 2015, 05:26:22 am »

'Two more aircraft + engine lines'(needs more details)
What kind of details do you need? Right now, instead of a new factory I'd say we just add it to A1 and AM1; that is:
Add two further aircraft production lines to Factory A1
Add two further aircraft engine production lines to Factory AM1.

New changes in red. We'll call the new factory NW1 now, but Aseaheru should decide on the proper acronym.
Spoiler: Tooling List (click to show/hide)
I just noticed a small problem with that.
Right now, we're producing 220 SDE M1933 engines per turn, of which 150 are used for POACs. Producing both of the landing craft costs us 450 engines per turn. We can therefore produce only 49 landing craft by using all of our next turn's engine production, leaving us without any new POACs. Even the new engine factories, producing the SDE M1933 engine exclusively, will leave us with a shortfall of 280 engines, necessitating the engine improvement program to increase our production by something like 75%.
Also, I'd recommend you change the assignment of Line 1 with Line 4, which'd mean we actually produce some of the 130mm guns we want to put onto our destroyers.

I'll also point out we're not actually producing 130mm ammo, which would be a bit of a problem. Also, since I apparently keep getting overlooked with this point, I'll bold, underline, and supersize this:

Guys, it's a naval armaments factory. I changed that about 3 minutes after i proposed the darn thing since it made more sense, but you guys keep missing that. This is a factory for producing all the stuff that arms our ships, from torpedos+launchers to cannons and ammo.
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No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #994 on: December 25, 2015, 10:27:37 am »

So it seems like we can't get all the production we want this turn. So what should we focus on?
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Funk

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #995 on: December 25, 2015, 11:24:52 am »

Air craft, we need to keep any reinforcements away.
If we control the sky's then we control the timing an place of any sea battles.
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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.

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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #996 on: December 25, 2015, 03:49:20 pm »

In the past we brought Mosin-Nagants ordered by Russia and manufactured by US companies. How about we do the same to make up for our lack of industrial capacity?
Acquire Vote:
A.5- 130mm ammo. Ask a foreign defense company to produce 130mm shells based on PO designs. Attempt to ask in this order until someone accepts the contract: the USSR, Great Britain, Sweden, Switzerland.
---
A.1 Specification:

+Main objectives/classifications:

1.   Train dogs to scout.
2.   Train dogs to guard.
3.   Train dogs to detect mines and explosives. (We don’t have mine sweepers yet, so dogs will help greatly)
4.   Train dogs for logistics. (I might be misremembering, but I don't think we ever made a military logistic truck yet unless one to the POAC variants count. For now I hope the military is using every horse, ox, and tractor it can find.)
5.   Miscellaneous dogs are used as mascots to boost morale.

+Where to get dogs and trainers:

○Try to obtain dogs from Plokhoy Ostrov and use dogs for whatever use is appropriate.
Swiss mountain dogs- We send our gold to the Swiss so we might as well as for dogs in return.
4 Breeds: Greater Swiss Mountain Dog & Bernese Mountain Dog for guarding facilities and logistics, Appenzeller & Entlebucher Mountain Dog for guarding.
German Shepherd- Can most likely be obtained from the US and Great Britain. Primarily for scouting and detection, but can also be used for guarding facilities; very versatile.
Bloodhound- Can be obtained from the US, Great Britain, France, Belgium, etc. Primarily used for detection, but can also be used in guarding and scouting (I think, they're hunting dogs so hopefully it equates well enough.)
○Obtain dog trainers from anywhere but probably locally in Plokhoy Ostrov and wherever the imported dogs come from.
((I'm not a much of a dog expert, I just went around Wikipedia and looked up dogs that seem appropriate and likely for us to obtain.))
---
Air craft, we need to keep any reinforcements away.
If we control the sky's then we control the timing an place of any sea battles.
True, but I don't think there is anything we can do about that in tooling.
Edit: Spelling misremembering.
« Last Edit: December 25, 2015, 03:57:40 pm by StrawBarrel »
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3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #997 on: December 25, 2015, 04:12:58 pm »

I'll also point out we're not actually producing 130mm ammo, which would be a bit of a problem.
Very good point. We could retool M3/2. The factory currently produces ammo for the 87.6mm tank howitzer, which is only used on our FACs. We should be able to forgo that, especially since we have four turns worth of production stockpiled.


Quote
Guys, it's a naval armaments factory. I changed that about 3 minutes after i proposed the darn thing since it made more sense, but you guys keep missing that. This is a factory for producing all the stuff that arms our ships, from torpedos+launchers to cannons and ammo.[/size][/u][/b]
You are completely correct. However, I have decided to model it as a long-arms factory, mostly because
a) Modelling it as "long-arms + torpedos + launchers + ammo + everything ship-mounted" requires huge changes to my program. It's already able to efficiently produce artillery and artillery ammo.
b) If we build 130mm guns in there, and half go to ships and half to land-based artillery units, do we get a bonus? How would we even do that?

Air craft, we need to keep any reinforcements away.
If we control the sky's then we control the timing an place of any sea battles.
While you're correct, we'll definitely build the air production lines this turn. Our problem is the assignment of artillery units.

In the past we brought Mosin-Nagants ordered by Russia and manufactured by US companies. How about we do the same to make up for our lack of industrial capacity?
Acquire Vote:
A.5- 130mm ammo. Ask a foreign defense company to produce 130mm shells based on PO designs. Attempt to ask in this order until someone accepts the contract: the USSR, Great Britain, Sweden, Switzerland.
That is an alternative.

Also, I should post the current projection of stocks and production:
TURN 13: 1938.5




This is with StrawBarrel's last tooling list except switching the 130mm gun to somewhere where it can be produced right now, and only producing the NLAC. Even so, we run a horrendous deficit in engines, and a deficit in electronic parts.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #998 on: December 28, 2015, 11:54:21 am »

Links:
 POIT
 350hp engine
 Albatross- I couldn't find the post, but it probably exists.
 Rapid carbine
D.10 240mm coastal cannon
D.8 Cavity Magnetron
D.9 SDE M1934 improvements

Retool NF1 to landing crafts(what sort?)
 Four line engine factory
 Gun emplacements expansion
 refitting destroyers to 130mm cannon

 'Two more aircraft + engine lines'(needs more details) 1 2

A.1 Specification
A.2: Acquire license for the M2 Browning.
A.3: Bofors 37 mm gun
A.4
A.5
F.1- Open the Industry assignments 1938.5 (turn 13) Spoiler
Spoiler: Votes list (click to show/hide)
Added vote to F.1 & A.5
« Last Edit: December 28, 2015, 11:56:08 am by StrawBarrel »
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3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #999 on: December 28, 2015, 12:12:01 pm »

Links:
 POIT
 350hp engine
 Albatross- I couldn't find the post, but it probably exists.
 Rapid carbine
D.10 240mm coastal cannon
D.8 Cavity Magnetron
D.9 SDE M1934 improvements

Retool NF1 to landing crafts(what sort?)
 Four line engine factory
 Gun emplacements expansion
 refitting destroyers to 130mm cannon

 'Two more aircraft + engine lines'(needs more details) 1 2

A.1 Specification
A.2: Acquire license for the M2 Browning.
A.3: Bofors 37 mm gun
A.4
A.5
F.1- Open the Industry assignments 1938.5 (turn 13) Spoiler
Spoiler: Votes list (click to show/hide)
Added vote to F.1 & A.5

The Albatross patrol bomber (then still called the Cormorant)
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-First half of First Half of 1938
« Reply #1000 on: January 01, 2016, 02:50:03 pm »

I probably haven't done personnel assignments in 5 months. It's good to be back.
Spoiler: Personnel (click to show/hide)
Spoiler: Assignments (click to show/hide)
Spoiler: Votes list (click to show/hide)
Added vote to A.4.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #1001 on: January 01, 2016, 05:23:48 pm »

Voting over, heres what won. Sorry for the wait.

-Designs
D1, D3, D6, D8, D10, D4, D9, and a tie between D5 and D7, resulting in a coin flip, resulting in D7.
-Construction
C1, C2, C3, and a tie between C4 and C5 resulting an a coinflip, which results in C4 winning.
-Acquire
A1, A2, A4, and A5.
-Free
F1
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #1002 on: January 01, 2016, 05:44:41 pm »

Oh, I thought voting was already over. I guess I (or someone else) will swap C5 with C4 and add the D7 later.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #1003 on: January 01, 2016, 05:50:05 pm »

I had never actually said what had officially won, and with the ties, well...
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tryrar

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #1004 on: January 01, 2016, 08:04:48 pm »

Spoiler: Personnel Assignments (click to show/hide)

tried to match up both appropriate engineers and project difficulty to squeeze out as good a bonus for each project as possible. Probably could use some tweaking, but I think it's good.

Projects with advantage: D.1, D.3, D.8
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.
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