Rasputitsa -> RE: Naval Use Question (4/29/2014 6:24:09 AM)
I have another question regarding the use of naval units and this has to do with:
10.10.3. TIME ON SEA AND DISTANCE FROM PORT EFFECT
Those two modifiers have a cumulative effect on the ships ability to detect enemy fleets or
convoys, and for chance to hit enemy group during the naval battle. The higher those values
are the less chance for detection and hit.
My question is are we to gauge the extent of this modification such that and depending on ones strategy and tactics, it would cause us to decide it's time to head back to port?
After 10 turns at sea for normal fleets and 20 turns for fleets set as raiders, ships will lose effectiveness and become more vulnerable. If you return them to port the 'Time at Sea' counter will return to zero and they can be sent on another mission. Use the Fleet Management panel to check the status of your ships, clicking on the top title panel of each column will shuffle the ships to highlight the item you are checking. If you click the title 'Time at Sea', the list will shuffle to show highest, or lowest time at sea, which is a useful tool.
Ships close to a port suffer less effectiveness drop, but these effects can be checked, or adjusted in the game folder data/scenarios/scenario name/consts file which controls these settings.
This is the text :
TurnsWithoutPenalty_InRegularFleet = 10
TurnsWithoutPenalty_InRaiderFleet = 20
DetectingAbilityPenalty = 0.5
HitChanceInSeaBattlePenalty = 0.5
DistanceWithoutPenalty_InRegularFleet=1........ 1 sea zone no penalty
DistanceWithoutPenalty_InRaiderFleet=2 ......... 2 sea zones no penalty
DetectingAbilityPenaltyPerSeaZone=0.1 ........... 10% loss each sea zone distance from port
The figures can change during the game with technical advances, which should be indicated as an event notification, but also these settings can be modified, if you wish, by altering the text, like most of the game. [:)]