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Thread: WARSHIP COMBAT : NAVIES AT WAR INFORMATION AND DOWNLOADS

  1. #1
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    Feb 2008
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    Arrow WARSHIP COMBAT : NAVIES AT WAR INFORMATION AND DOWNLOADS



    WARGAMER.COM AWARD OF EXCELLENCE


    USENET GOLD AWARD

    UPDATED 5/15/10




    CLICK HERE FOR THE WCNAW V1.10 UPDATE v1.1+ presently underway...(Updated 5/15/10)



    WCNAW V1.0 SHIP DATA CHARTS - ALTERNATE SORTING

    Click here for the online manual and ship data charts discussion, news, and feedback thread.

    CLICK HERE FOR WCNAW SCREENSHOTS POSTED BY OUR TEAM AND FORUM MEMBERS

    WCNAW FAQ - FREQUENTLY UPDATED (Updated 11/7/09)

    DOWNLOAD WCNAW SCENARIOS FROM THIS FORUM THREAD (Updated frequently)

    WCNAW v1.0+ naval simulation combat mechanics discussion thread

    New player tutorials, naval tactics, and starter scenarios (Updated 11/3/09)

    (Copyright © 2009 Naval Warfare Simulations - Any other form of distribution or linking to these files shown above is strictly prohibited.)

    WC:NAW Features:

    * Turn based naval computer naval wargame presently covering 1890-1950, with other time frames planned for future editions.
    * 3D/2D hybrid single screen intuitive interface.
    * Nations presently included: United States, Great Britain, France, Germany, Italy, Japan, Austria-Hungary, and Russia with more to be added in future updates.
    * Over 400 classes of warships covering 8 nationalities with more due to be added in downloadable updates!
    * Tactical map covering 40nm x 40nm of ocean.
    * Ship types include dreadnoughts, battleships, battlecruisers, heavy cruisers, light cruisers, destroyers, and monitors.
    * Animations include gun flashes, gunnery hits, torpedo hits, salvo splashes, sinking ships, and critical hit explosions.
    * Weather, visibility, and sea state environmental options.
    * Detailed system, structural, and floatation damage including fires and progressive flooding.
    * Fire control systems, search/fire control radars, smoke screens, searchlights, and star shell effects.
    * 4 levels of illumination for night combat calculations.
    * Main battery, secondary battery, tertiary battery, and torpedo battery targeting.
    * Optional rates of fire that include ranging, spotted, and full rate of fire.
    * Detailed ammunition levels for all gun batteries.
    * Full tactical map maneuvering and shellfire evasion.
    * 3 types of ammunition that include high explosive, common/semi-armor piercing, and armor piercing.
    * Detailed and accurate gunnery and torpedo combat calculations.
    * Random scenario generator for various sized battles and the ability to easily create custom designed battles.
    * Battle viewer, division display, and tactical map interface.
    * Detailed ship graphics, high quality ocean, and sky backgrounds.
    * Engagements can include up to 8 divisions of 8 ships each for a total of 64 warships. (Larger battles planned for future updates.)
    * Armor ratings for armored ships include vertical belt, horizontal deck, turret front, turret top and superstructure.
    * Detailed torpedo protection system ratings and mechanics.
    * Easy to use and intuitive single screen interface.
    * Full stereo sound effects including explosions, torpedo launches, gunfire, splashes, and background music.
    * Very challenging and effective AI opponent.
    * The ability to handle 200 scenarios and 200 saved battles.
    * Very easy to use for naval board game surface combat resolution!

    MP3 music composed by Jeff Edwards
    http://music.errantknight.org

    *** More features, additional navies, and more ship classes will be listed here in further news updates! ***

    Minimum System Requirements: 400mhz+ CPU, 64MB RAM, DirectX 7.0+, Win98/XP/2K/ME/VISTA, 16MB video card, 1024x768 screen resolution.

    Copyright and Trademark Notice: Warship Combat : Navies at War is Copyrighted © 2009 by Naval Warfare Simulations. All rights to publish, copy, sell, trademark, or otherwise disseminate all versions of by either electronic or physical means are owned in it's entirety by Naval Warfare Simulations. No publishing, copying, selling, trade marking, or otherwise disseminating Warship Combat : Navies at War is permitted without express written permission from NWS. "Warship Combat : Navies at War" is a trademark for Naval Warfare Simulation's naval wargame covering surface naval combat.
    Christopher Dean
    Director of Operations / Projects Designer
    Naval Warfare Simulations
    http://www.navalwarfare.net
    NWS Online Combat Gaming Store
    http://www.nws-online.net


    Click here for the forum policies and registration instructions.

    "Intel warfare: Inflict more FOW on your enemy then what he can inflict on you." - Me
    "Tactics : The ultimate force multiplier or divider." - Me
    "Money spent on weapons that deter a war is always better then lives spent on fighting a war." - Me
    "Before one judges the quality of a military force one should judge the quality of their opposition." - Me

  2. #2
    Join Date
    Feb 2008
    Posts
    4,253

    Arrow WCNAW VERSION UPDATES (Updated 5/15/10)

    (Copyright © 2009 Naval Warfare Simulations - Any other form of distribution or linking to the files linked below is strictly prohibited.)

    WCNAW update news thread http://forums.navalwarfare.org/showthread.php?t=1547

    CLICK HERE FOR THE WCNAW V1.01 UPDATE - V1.00 required
    CLICK HERE FOR THE WCNAW V1.10 UPDATE - V1.01 required

    NOTICE: V1.01 will have to be reinstalled from you original WCNAW files before installing v1.10.

    V1.1+ underway..

    V1.1 (WCNAW manual also updated)

    * Scoring corrections.
    * RMN VV class 3.5" gun calibre correction
    * FMN Courbet class 12" gun calibre correction
    * Detailed severity levels for flooding and fires including color coded icons.
    * Shell and torpedo hits adjustments for starting fires and flooding.
    * Music option removed
    * Sound effects on/off option added.
    * Torpedo combat resolution reporting correction.
    * USN WW1 ship classes added to the database.
    * Torpedo PK display and AAR reports updated.
    * FCR targeting adjustments.
    * Ships ranged and not evading, or evading and not ranged, are now highlighted during evasion orders.
    * TacMap highlighted divisions are now all colored white.
    * Disabled ships sometimes changing course corrected.
    * AI divisions not showing up on division deployment map fixed.
    ** Sustainable rounds per minute per gun battery added to the database.##
    ** Number of barrels per gun mount now added to the database.##
    ** Updated range scaling effects for medium to short range gunnery.###
    ## NOTE: Advanced gunfire accuracy, straddle, and damage calculations

    v1.06

    * Removed AI use of smoke screens while surprised.
    * AI fleet maneuvers corrections and updates.
    * AI torpedo targeting adjustments.
    * Torpedo attack PK calculations updated.
    * Torpedo target dialog correction.

    v1.05

    * WW1 RN DD Faulknor number of 4" gun mounts corrected to 6. FP was correct at 4.
    * Smoke screen corrections based on ship speeds.
    * Disabled ships now shows speed of 0.
    * IJN CL Katori, training CR, removed from random battle generator.
    * Divisions with more then 2 ships reduced by 2 knots - cohesion doctrine.
    * Disengaging/Disabled/sunk ship sometimes showing overlap on TacMap - fixed.
    * RMB when asked to "enter targets" sets all ships with no targets to "auto-hold".
    * Locked maneuvers/firing will only unlock when enemy ships are detected or initiate gunfire.
    * Divisions with ships eligible to disengage are now highlighted on the TacMap.
    * Auto-disengage parameters updated. (See updated manual.)
    * AI fleet tactical maneuvers corrections and updates.
    * Disengaging tag shown below ships selected to disengage.
    * AI torpedo attack, gunnery targeting, and tactical maneuvers updated.
    * USN De Moines name corrected to Des Moines, radar fixed.
    * Loaded saved games will start with the MB targeting phase where it left off.
    * Corrected scoring system.
    * Detection code corrections.
    * RM Littorio SB gun correction.
    * Speed loss due to battle damage corrections.
    * Various ship graphics updated.
    * Ship course and torpedo mounts added to AAR.
    * Torpedo maximum range added to ship display.
    * Division evasion correction.
    * Ocean and music sound volume improvements.
    * Deck hit vs Belt hit calculation correction.
    * Sea state level now shown, and updated, in random battle generator dialog.
    * Minor interface dialog improvements.
    * Bridge damage will now directly effects crew effectiveness.
    * Improved gunfire animations.
    * Ordered speeds for reversed fleets in custom scenarios fixed.
    * Surprised fleets for custom scenarios when fleet 2 selected fixed.
    * WW2 SB/TB gunfire accuracy adjustment.
    * Removed intro GQ sound.

    v1.04 (WCNAW manual also updated) (Ship data charts updated)

    - No contact limiter chance to end battle to 20 GTs, 1 hour.
    - End of battle limiter chance raised to 60-80 GTs - 3-4 hours.
    - Adjustable division speeds in 1 knot increments
    - Fleet formation cohesion prior to contact
    - New game option: Speed/course locking prior to contact
    - Aceleration/deceleration/turn speed loss calculations
    - Updated divisional tactical maneuvers interface - select division via TacMap
    - Speed information added to division information dialog bar above TacMap
    - 3 speed trackers - ordered speed, current speed, maximum speed per division
    - AI tactical maneuvers updates
    - Searchlights range circle added
    - Disengaging ship handling corrections
    - Added cyan highlighter to the TacMap for divisions not moving at maximum speed.
    - Detection code correction.
    - Ordered speeds added to division deployment interface and scenario TXT files.
    - Type 93 IJN torpedo adjustment
    ** Lexington BC and De Moines CA added to the USA WW2 database. **

    v1.03

    * AI tactical maneuver corrections.
    * Player targeting fix.
    * AI not using searchlights fixed.
    * Lowered CPU overead (v1.03)

    NOTICE:

    * Selectable map exit - requires scenario TXT files to be updated to include MAPEXIT entries.

    (Example)
    NATION: GREAT BRITAIN
    2
    FLEET SIZE:
    3
    MAPEXIT: <<< NEW .. options, 0, 90, 180, 270
    180

    Ship division deployment interface also allows for map exits to be edited. Map exits are also now shown on the dialog bar during game play.

    Go here to download updated v1.02 scenarios; http://forums.navalwarfare.org/showthread.php?t=1517

    Thanks.
    Christopher Dean
    Director of Operations / Projects Designer
    Naval Warfare Simulations
    http://www.navalwarfare.net
    NWS Online Combat Gaming Store
    http://www.nws-online.net


    Click here for the forum policies and registration instructions.

    "Intel warfare: Inflict more FOW on your enemy then what he can inflict on you." - Me
    "Tactics : The ultimate force multiplier or divider." - Me
    "Money spent on weapons that deter a war is always better then lives spent on fighting a war." - Me
    "Before one judges the quality of a military force one should judge the quality of their opposition." - Me

  3. #3
    Join Date
    Feb 2008
    Posts
    4,253

    Default

    WCNAW v1.10 update posted, see above..
    Christopher Dean
    Director of Operations / Projects Designer
    Naval Warfare Simulations
    http://www.navalwarfare.net
    NWS Online Combat Gaming Store
    http://www.nws-online.net


    Click here for the forum policies and registration instructions.

    "Intel warfare: Inflict more FOW on your enemy then what he can inflict on you." - Me
    "Tactics : The ultimate force multiplier or divider." - Me
    "Money spent on weapons that deter a war is always better then lives spent on fighting a war." - Me
    "Before one judges the quality of a military force one should judge the quality of their opposition." - Me

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