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Old 08-29-15, 02:18 PM   #16
Onkel Neal
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Ironclads II game review by Molon Labe here at Subsim.

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Straight up, the combat is fun. There are several different ship classes, each with different characteristics, and different optimal tactics. Although the AI does a rather good job playing to their own strengths, once you learn a ship well enough, you can exploit the enemy's weaknesses. It's very satisfying to use a little gunboat to sink a larger ship because it can't shake you off its tail, or maneuver a column of powerful sloops to "cross the T" against a smaller opponent, pounding it with multiple hits in just a few seconds.
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Old 08-30-15, 03:06 AM   #17
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(A quick note on harbor defenses--my gameplay suffered a glitch that caused ships' damage to reset to 0% at the beginning of battles occurring in harbor stations, which defeats the purpose of the shore batteries.)

Described bug was found and fixed. Update for customers posted on our website.

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Old 08-30-15, 06:52 AM   #18
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Thanks, Maxim, that was a fast response.
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Old 09-12-15, 12:46 AM   #19
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https://drive.google.com/file/d/0B9e...ew?usp=sharing

We have added slots for infantry and siege artillery. The work is not finished yet. When everything is ready, we will release a free update.

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Old 09-12-15, 07:46 PM   #20
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I am impressed! I'm looking for a good battle to make a video from for showing off the great graphics in your tactical portion of Ironclads 2. I've got to find a way to show a lot in under 10 minutes so people will watch the whole thing! That's a challenge for sure.

I must remember I'm making a video not playing the game. Playing a real battle can take 3 hours! I'm trying to show off the game and give some understanding of how it's played. Stand by for carnage!

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Old 09-14-15, 07:52 AM   #21
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By the way, Maxim, how do we download the game updates? Do we just redownload the whole game? Thanx!
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Old 09-14-15, 11:29 AM   #22
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Link to download the new version of the game is available at our website. Yes, you need to download and install the new version as a new game. To activate using the same personal license key.
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Old 09-14-15, 11:54 AM   #23
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Video #2 ready to go. This is the



This gives you a good look at how the real-time tactical part of Ironclads II works. Each of these individual battles could take up to three hours on your computer. I was surprised how long it took to reload and fire the guns on these boats. A study of the manual will reap great rewards, allowing you to pick your target for each ship, hold your fire while you're at low percentage hit range, sidle up to the bad guy and then fire all guns in one broadside, and more that is well worth learning about.

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Old 09-14-15, 01:32 PM   #24
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The photo shows the size of naval gun and how many people need to get this gun fired. One shell or cannon ball weighing 32 to 550 pounds. So guns were reload for so long.



Last edited by Maxim; 09-15-15 at 12:32 PM.
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Old 10-03-15, 05:11 AM   #25
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Default Ship Building Accuracy

I have finally gotten more into the game, thanks to Rockin Robbin's second video and finally reading the manual.

The question I have is the amount of time allocated to the Confederate States to build their Ironclad warships seems to be about half the time the Union navy has to build theirs. Also, if I'm positioned with a division outside the port of New Orleans, shouldn't that blockade be limiting the funding to the point the Confederacy is unable to build not one, but two Ironclads? It just seems the campaign favors the South, both monetarily and building speed of their warships all the while in your campaign description (and historical accuracy), the Union actually had both the fiscal and industrial base in their favor.

Thoughts?
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Old 10-04-15, 05:47 AM   #26
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US 2100t monitor: 20 months, $700 000, New York.
US 1300t monitor: 16 months, $360 000, New York.

CS 1100t ironclad: 18 months, $325 000, Havana (European-built ironclad).
CS 1600t ironclad: 16 months, $350 000, New Orleans and Mobile.


Cost and construction time is calculated as the average of all the ships of the same type or class. We collected information on the cost and time of construction of various historical
sources. Union monitors were minimal differences of these values. Confederate ironclads were very different as the built in very different conditions. It should be noted that we use the
time required to complete readiness of the ship and crew, and not just the ship (commissioned and not launched).

All ships and structures are paid once at the beginning of construction. This means that you must first save the full cost of construction and only then you can order it. In reality, the
Congress of the Union and the Confederacy initially allocated the full amount of money for shipbuilding and only then start building. So when your blockaders intercept blockade
runner, you are depriving the enemy of money for new ships but you cann't stop to finish already started.

All objects are built and operate in exactly the description of the game and a manual. Initial balance of power has changed in favor of the Confederation of exactly two corvettes.
These ships could in fact strengthen the South, but it never happened. All other resources in the game are calculated on the basis of forces on both sides of the capture of New
Orleans until the capture of Mobile. New Orleans is the second largest city in the United States in 1860. New Orleans is a rich city, which was a military industry and shipbuilding.
We used the data actually involved in the Gulf of Mexico forces (including New Orleans) . Financial and industrial power of the Union was much greater than the capacity of the
Confederation, but the main forces were concentrated near Charleston.


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Old 10-04-15, 08:20 AM   #27
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In 1862 the Confederate agent Louis Merton approached the Austrian government for a passible naval arms deal. Relations between the Austrian Empire and the North were poor during the war, partly due to the building of two ironclad, in New York City for the Austrian rival, Italy. Over the next few months into 1863 negotiations took place between Merton and Archduke Ferdinand Max, head of the Austrian navy and future Emperor of Mexico. Merton in 1862 was interested in wooden warships, but by 1863 primarily ironclads.

Max tried to interest the Confederacy in one older 31-gun steam frigate, two 22-gun steam corvettes, and 23 smaller warships, many of them gunboats. Max wanted to keep his small ironclad fleet Austrian in case of war with the growing Italian ironclad fleet. Max also hoped to sell the older warships so he could use the money to buy more ironclads.
The asking prices were too high and the drafts of the larger vessels too deep to be of value in the Confederate naval service. Max, for his part, would not allow the building of ironclads for the Confederacy at any of the busy private or government owned Austrian shipyards.
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Old 10-04-15, 08:21 AM   #28
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Negotiations with the French government produced a conditional agreement to provide four modern wood and iron composite steam clipper corvettes for long-distance cruising. These screw corvettes would have been the equal of any U.S. Navy cruisers.



In June 1863 John Slidell, the Confederate commissioner to France, asked Emperor Napoleon III in a private audience if it would be possible for the Confederate government to build ironclad warships in France. Arming ships of war for a recognized belligerent like the Confederate States would have been illegal under French law, but Slidell and Confederate agent James D. Bulloch were confident that the French emperor would be able to circumvent his own laws more easily than could the British government. Napoleon III agreed to the building of ironclads in France on the condition that their destination remain a secret. The following month Bulloch entered a contract with Lucien Arman, an important French shipbuilder and a personal confidant of Napoleon III, to build a pair of ironclad rams capable of breaking the Union blockade. To avoid suspicion, the ships' guns were manufactured separately in England and they were named Cheops and Sphynx to encourage rumors that they were intended for the Egyptian navy. Maury specified that the ship was to have sufficient seaworthiness to cross the Atlantic, a high spread of canvas, less than fifteen feet draft, and a speed of fifteen or sixteen knots. These shallow-draft ironclad wooden ships were designed with a brig sailing rig and twin-screw steam auxiliary propulsion. With the screw corvettes they could present a dangerous challenge to the Union navy on the high seas, potentially capable of overwhelming smaller squadrons on individual blockading stations.

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Old 10-04-15, 08:22 AM   #29
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Perhaps the most ambitious attempt to purchase finished ships involved the eight vessels (two iron and four wooden fighting ships with average 600t displacement, 11kts speed ) of the Anglo-Chinese fleet built in Great Britain for China. These warships, called the Lay-Osborne flotilla for the leaders of the enterprise, were not accepted by the emperor of China after arriving in Chinese waters.
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Old 10-05-15, 04:44 AM   #30
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Typical Russian,

Thanks for the detailed reply. I was a bit frustrated that the Confederacy starts with 2 Iron Clads already being built and able to launch within 7 turns, while the Union must wait a few turns to make enough funds to start their Iron Clads, which then take 18 turns to launch. It just seems a bit lopsided, since the North and South launched their respective Iron Clads within a month of each other, while in game, the difference is more than 18 months difference in time.....

Unless I am doing something totally wrong, I cannot build an Iron clad till at least 3 turns, and the lengthy build starts from there. Am I mistaken?

I am by no means pouncing on the game mechanics, just the historical accuracy seems a bit skewed.
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