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![]() ![]() WARGAMER.COM AWARD OF EXCELLENCE USENET GOLD AWARD UPDATED 1/20/10 WCNAW PLAYER COMMENTS AND REVIEWS FROM AROUND THE INTERNET (Updated 1/20/10) CLICK HERE FOR THE WCNAW V1.06 UPDATE v1.07 presently underway...(Updated 12/6/09) CLICK HERE FOR NEWS REGARDING FUTURE UPDATES (Updated 11/18/09) CLICK HERE FOR THE WCNAW ONLINE MANUAL (Continuously updated) WCNAW V1.0 SHIP DATA CHARTS - ALTERNATE SORTING UPDATED 11/2/09 (Note: The USN WW1 ship classes will be added to the WCNAW database very soon) 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) CLICK HERE FOR INFORMATION ON HOW TO UPGRADE FROM WCDB TO WCNAW 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.
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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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WCDB to WCNAW upgrade information, updated 10/24/09:
Those that paid $39.99 for WCDB (recently updated price) will recieve WCNAW v1.0 for free. Those that paid $29.99 for WCDB will only have to pay $10 for WCNAW V1.0. Ordering instructions: *** WCDB to WCNAW upgrade process a) Go ahead and order the game here; WCNAW STORE SECTION b) Type on your WCDB serial code in the comments box at check out. e) If you paid the $39.99 price for WCDB please note this information in the comments box so I can review your order history. d) You can download WCNAW from the payment authorized screen by hitting the "DOWNLOAD" button. e) I will credit your payment method the discounted amount and email you your new WCNAW serial code. Please contact if you have any questions at nws-online@nws-online.net Thanks.
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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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#3
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(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 V1.02 UPDATE - V1.01 required CLICK HERE FOR THE WCNAW V1.03 UPDATE - V1.02 required CLICK HERE FOR THE WCNAW V1.04 UPDATE - V1.03 required CLICK HERE FOR THE WCNAW V1.05 UPDATE - V1.04 required CLICK HERE FOR THE WCNAW V1.06 UPDATE - V1.05 required V1.07 underway.. USN WW1 warship database plus other new features. v1.06 (WCNAW manual also updated) * 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.
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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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#4
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v1.06 posted, v1.07 underway. 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
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