Strategic War in Europe

Strategic War in Europe

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Raiders ?
How is it possible for 1 German raider to never be destroyed in the Western Atlantic sea zone even if i have 6 carriers and all sorts of ships there? I can never destroy it. This makes no sense to me what so ever. Please help me get a grip on this game cause i am really trying to like it but this is rediculous. This 1 German ship is just constantly raiding my transports and somehow attacks multiple convoys in the same turn and is it's self invincible.
Last edited by Crazed Possum; 23 Mar, 2015 @ 1:27pm
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Showing 1-3 of 3 comments
Crazed Possum 23 Mar, 2015 @ 1:24pm 
i got this out of the config file for the 1939 campaign scenario :

[NavalUnit_TimeOnSeaPenalties]
TurnsWithoutPenalty_InRegularFleet = 3
TurnsWithoutPenalty_InRaiderFleet = 6
DetectingAbilityPenalty = 0.5
HitChanceInSeaBattlePenalty = 0.5

Does this mean the longer i keep a fleet at sea the less effective they are? Cause this would make sense to me that 3 turns at sea no penalty and after that the sailors are fatigued. I think i will take time to read through the config file and sea the guts of the game.

i will take the time and read the game manual for some pointers.

Turns out 1 turn= 1 month so 3 turns at sea = 90 days.............sounds about right for fatigue of crew.
Last edited by Crazed Possum; 29 Mar, 2015 @ 3:06pm
Crazed Possum 23 Mar, 2015 @ 2:09pm 
pulled this from the manual under naval combat (manual fighting not auto result) :

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 chances for detection and hit.

i never used the manual way of fighting sea battles and just left my carriers in the sea zones forever so it must of lowered their fighting ability even though New York harbor was right their and i was playing USA.

I guess that on the fleet display panel where it says ( on sea ) this is the number of turns that group has been at sea.......hmmmmm always wondered what that meant.
Last edited by Crazed Possum; 23 Mar, 2015 @ 2:28pm
Crazed Possum 24 Mar, 2015 @ 1:39pm 
update: i reloaded some save games and rested my fleets and yes they did a better job with the 1 raider. Also i put the naval combat to manual and NOT auto. I would recommend a better sound file for ship to ship fighting and definately with submarines. The sound for Naval Guns is attrocious. So i took a file from Advanced Tactics Gold and copy-pasted it over NavalGun Wav file in the strategic game folder cause it sounds %1500 better and will see when i play again....but the same naval gun sound is used for subs so that will be a downside...:tank:

I also read the manual and boy is there alot of things in there i missed like :

1. merging units
2. splitting units
3. at sea penalty
4. units in range of HQ (leaders)
5. malbury harbors in certain sea zones areas ( not just for allies ) that give 2 month supply for invasions 300 pp

6.swapping units from 1 hex to the other if they are next to each other allowing the new unit access to the front lines next turn.

And much more. I just jumped into the game and played.

update: tested the sound file and it works........soooo much better
Last edited by Crazed Possum; 24 Mar, 2015 @ 5:27pm
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