Jump to content
Game-Labs Forum

Leaderboard

Popular Content

Showing content with the highest reputation on 01/04/2015 in all areas

  1. Well she's finished. She was actually already almost done a few months ago but I kept beeing busy with school stuff so I couldn't quite finish her. Her is the final result: I've sent the project to the NA devs, hopefully they can use her. I'm wondering what ship to do now, I've found ok-ish plans for HMS King Fisher, a Merlin Class (14-gun sloop of war). I really like her lines and she has an interesting quirk: gunport-like holes for oars. Otherwise, I'm also inclined to create a plain Indiamen or other cargo-type vessel. Do any of you per chance have high res plans for this? Greetings Coen (In game name: Edward Harvey)
    5 points
  2. Dear Naval Action devs, Let me start by saying THANK YOU! I've always wanted a game like this. I love 18th century naval warfare and have always dreamt of a game with this theme. Now back to topic. A while ago I've started a personal modelling project involving a naval cutter. I just finished a 3d internship and wanted to put my new knowledge to the test. The ship is meant to be added to my porfolio: http://coenvancamp.folio24.com/ (shameless self-promotion, I know). But then I discovered your project and started thinking how amazing it would be if I could help you guys with some modelling work. Now you guys probably have a bunch of criteria and workflows concerning your 3D models which I'm unaware of. Plus you already even have a cutter (albeit a bit different). On top of that I'm still very new in modelling these types of objects. So i'd totally understand if you reject it for whatever reason. I don't want to step on anyone's toes. If, however, you are interested. Here is some info: I call her HMS Siobhán. She's based entirely on the HMS Cheerful (1806) and her plans. So I guess she's a fictional sistership? For whatever references couldn't find of the Cheerful plans, I used the book ''Anatomy Of The Ship - The Naval Cutter Alert 1777'' by Peter Goodwin. An excellent book. (I'm guessing you guys used it too). Along with some photo references of real ship models I found on the web. So my ship is probably not a 100% accurate. But that's why she's fictional, and I still think I got pretty close. Here are some W.I.P renders: http://puu.sh/ajvIu/bd07197507.png http://puu.sh/ajvJS/b4de6527e4.png http://puu.sh/ajvKd/981c01d434.png http://puu.sh/ajvQ6/2ec2ceff7e.png http://puu.sh/ajvQA/49c25f70f7.png http://puu.sh/ajvRc/b36233e4d7.png http://puu.sh/ajvTl/dfc73301c9.png Her rigging is still missing mostly (and I know that, without it, she's still far from finished). But after that I'm going to start unwrapping and texturing. I do have some questions to the modellers or anyone else here who knows: How exactly do you make the rigging? is all the ropework actual polygons or, in some cases, planes which will later get an alpha texture? And do you guys unwrap the model in a particular way? I can imagine for instance, that cannons get their own UV-map. greetings, Edward Harvey
    2 points
  3. Today i had an occurence where in a heavy storm in a PVE game me and my 2 squadron mates finished cleaning up 2 ships and now with one remaining we had to find it, trouble was with the heavy storm there is fog. At the time are allie was engaging the target and we couldnt see either of them or which direction they were from us, so we prompted him to shoot so we could find his muzzleflash this worked and we found them both, Signal flares should be used in the OPEN WORLD for reasons i will list in the following points and also what weather they would be usefull in. Pirates enagage a trade ship----> A signal flare such as red could be fired to alert everyone in the zone that you have been engaged by pirates and would be shown as a actual flare in game creating an immersion that would make the game more playable. Signaling to allies where you are ----> this could be used as a way to find allies AND show where ships are in heavy fog to eliminate rams. All in all haveing a global chat in game wont help poeple find you if your in trouble and a flare would be a point of reference that would be easy to use (hotkeyed) to allow realisim into a easy and proggramable feature, PLUS crafty cammanders instead of useing voice coms could use signal flares to operate there squadrons giveing the none voice com crowd the ability to organize and be as effective as voice comms (give or take a few seconds of reaction time) Thanks for veiwing!
    2 points
  4. I thought I'd throw this out there.... just to see if I am alone in this, way off the mark or actually onto something. I am talking about the visibility of the damage inflicted on the enemy, and other glues as to their seaworthiness and ability to fight. After watching numerous videos its quite apparent that the visual information on the enemy has a huge impact on the engagement and the tactics employed. I'll say it, I feel uncomfortable with the idea of having such accurate info on my enemy. Surely this brings into play an unrealistic mechanism that removes any element of risk or skill on the part of the Captain fighting the engagement, and his/hers ability to judge whether they are winning by visual clues and hard won experience.... By removing the enemy damage indicator, the Captain would have to rely on his assessment of the enemy ship, its speed, its maneuverability and its visual damage. Whether also its Broadside weight and gunnery is lacking due to damage inflicted. I also note in one engagement that the Captain of 1 ship knew how many repair counts the enemy ship had left and had used!!!! It may be too hardcore but should the damage inflicted be more vague? Your valued thoughts and opinions Gentlemen?
    1 point
  5. Remember, this is not a tutorial, but just a little compilation of the forum threads to help you make your 1st steps in the game. This topic was initially written for Sea Trials, so may contain some obsolete info, links or screenshots. I will resume working on this post soon... Before you make your order... - Create a Steam account if you don't have one already. Install Steam on your PC. The game is only available through it. - It wouldn't hurt to make sure your video card fully supports DirectX 11. Check it on your card's manufacturer site. Briefly – it should be higher then NVIDIA 400 or AMD 5000. A tip from Prater: Just because dxdiag says you have directx11 doesn't mean your card supports it. Dx11 can be installed on Windows even though the video card doesn't support it, so instead of checking dxdiag you need to check the manufacture specs on your card. This is mostly an issue with older cards, especially integrated chips (mostly concerns laptops). If you have an integrated chip, here is a list of Intel chips. Basically, in this list anything in the 7th generation should work with Naval Action. Those before the 7th will NOT and there is nothing that can be done about it except get a new computer or if you have a desktop computer get a video card. A list of AMD chips is here. You can also take a look at this forum thread. Purchase: The game is available on Steam. And register on the forum if you haven't already Installation and activation: Please see this thread for the detailed instructions. Login: Currently you can login only with your Steam account, but you can give name to your character and choose nationality. You can have only 1 character per Steam account. If you cannot login (getting Error message), please check here first. Welcome to the game! And there you are, at the capital of your nation. There is a chat screen on your low left corner. It has many cool options. Note the tags Global, your nation (Neutral on this screenshot) and Help. Mouse click there and type if you need an advice or just want to say hi to the world Click + if you're missing some tabs. You can also have a private chat with your friends, but first you need to find and add them to your friend-list. Then right-click on your friend's name in the list to see the options as shown below. Also if you right click on any player's name you'll see a menu which gives you a bunch of options. For example, use Copy if someone posted a web link you need. Note that Trade works only if you and your partner are at the same town. On the "town" menu, you can also buy or sell ships, equipment and other stuff, check your progress (xp), buy repair kits, upgrade your ship with various modules, install new cannons, move stuff from Hold to Warehouse, hire NPC to sail with you (for low rank players only), take missions (quests) etc. "Outpost" button lets you buy a slot and then open an outpost, which gives you a warehouse and 5 "docks" (slots) for ships. At the very beginning you only have an outpost at your capital. You can buy new outposts at other towns. Keep in mind that every outpost will be more expensive then the previous one you've bought. Right now you can also teleport to any one of your outposts, but it has 4 hours cooldown. Teleporting to outposts is possible from town (not at sea) and only for the character (no ship). Teleporting to the capital works from the sea and in that case includes your ship too. Note that cannons have Class and Caliber, those numbers on your equipment screen stand for Class. For example, [7-9] means you can install either long or medium cannons of class 9, 8 or 7, the caliber doesn't matter. Numbers after / are for carronades' class ([7-8] on my screenshot). Remember, you can buy any ship if you have enough money, but if your rank is too low - you will not be able to hire full crew. Less people you have - more time you need to reload cannons, turn yards etc. Here is the thread about ranks. And another one. (to be continued) Sailing: Ready? Hit Sail and you will see your ship in the open world. Now you're free to do anything you want. Look at the map (or hit M ingame) and travel, trade, find other players and go PvP, chase some NPC and fight (click on the ship to see what nation ant type she is. Currently you're ok to attack ships of any nation besides your own. And if you see that red line "Contraband goods found", you're ok to attack even NPC of your nation). If you attack any other ship of your nation you'll become a pirate (currently no way to "undo" it, so beware). All nations are at war right now, so you can only use ports of your own nation and neutrals. Use W, A, S, D to control your ship's speed and direction. To see your stats and to use repair at sea, click the stats button in your top left corner (it looks like 3 horizontal bars). Hit REPAIR and the game will use your repair kits if you have any and if you ship needs to be repaired. You can always buy more repair kits at any town. Missions: Currently the only "quest" you can do is "search and destroy". Click "missions" at any town, and you will be able to chose from the list. You can accept up to 3 missions at once (from the same town or different ones, it doesn't matter). Missions will give you some extra money and XP, on top of what you would earn from the regular battle vs NPC. Hit M to open your map and see your missions location (crossed swords symbol). Now you have to sail and found it at the sea. Sometimes it can be confusing if several symbols are close to each other. Yours will be slightly higher in the air. And if you click on it you would see "Admiralty Order. Event is too far" or this tab as you sail close enough: Battle sailing and chat: Chat window is in your low-left corner. First hit Enter, then type, then press Enter again to send. Hit Enter and then Tab if you need to switch from Team chat (blue) to All (white) and back. To see the main chat window (your national, clan etc) - hold CTRL and then click on the tiny "menu" symbol on the right of "Enter text..." frame. You can also see your speed here (it was 9.3 knots for me when I took this screenshot) and some stats of your ship. To change your speed use W and S, note how "Full" and 100% changes to "Half" and 50% and so on. Also you can hit B for "battle sails". T controls staysails. In case it doesn't work correctly, hit W or S to reset them. The other way to handle your speed and turning is to turn your yards manually. Hold Q or E for forward mast, Z or C for rear mast(s) and see how it all works. A and D turn your ship's rudder. Double tap A or D for permanent left of right rudder setting, tap once the opposite way from locked left or right and it will centre again. Hold A or D down to turn rudder temporarily. Let go and it will center again. F will turn on the Skipper Auto mode (will turn your yards to keep maximum speed for your ship... which is not what you always need ) Shooting: There are different shots that are used by your cannons (1,2,3 keys to pick). Balls are used to punch holes in a ship’s hull and to shoot down masts. Chain is for tearing holes in sails to slow down your enemy. Grape is effective against crew. In the middle of your screen you will see your cannons' status. Let's take a look. Right now I have 2 cannons loaded with balls on "back" of my ship and 9 on the right. My left cannons are still loading and cannot shoot yet. To enter aiming mode, right click when looking in the direction you want to fire. To fire - space-bar for a single ranging shot, or left mouse button to fire a whole broadside. To fire only one deck you can lock others by hitting F1, F2, F3, F4 (when in aiming mode). Another way is to fire "as is", without aiming mode - that would be [ and ] Note that you have 3 different fire modes controlled by V - random, rolling front and rolling back. Also R allows you to "lock sector". K is for mortar "mode" on Mortar Brig. SHIFT pulls up the scope. You can zoom in using mouse wheel. Remember, even if you loose the battle you receive experience points, based on your shooting. Damage and Repair: Here is the diagram located in the top left corner of your screen: 4 bars show your ships armor. If you look carefully you will see that they are surrounded by an outline of a ship, facing right. As you can see, my ship has badly damaged stern (a bar disappeared there) and took some other damage. Numbers indicate how many leaks I have above and below the waterline on each side. Red 1 below the line means 1 leak under the waterline. Also my pump is somewhat damaged (it is yellow. Red means "broken"). That means I'd better use repair (first you need to buy them at the town). Press 5 and select which part needs to be repaired. Also there is a Survival mode (8) used to pump out water from ship's hull (see your low-left corner), repair leaks and extinguish fire. Keep in mind that Survival mode slows down your other tasks (Gunnery mode (7) makes reloading faster, Sailing mode (6) adds a bit to your ship's speed and maneuverability). Here is the detailed explanation of how the crew "mods" work. Boarding: Let's capture that ship! Hit "9" and get your crew ready (note that it slows down your cannons reloading and other tasks). Read this BOARDING GUIDE for detailed explanation. Remember, both ships need to slow down (5kn or less). Look for "boarding possible" indicator and hit G. If you win, you can hit X and take command of the ship. No matter if you did it or did not hit X, when you leave the battle you'll need to choose what to do with your new ship (right click on it) - take command, send to your outpost or sink (admiralty doesn't work yet). If you send it to your outpost, you'll be able to sell it later when you arrive to that town. If you see some loot - drag it to your Hold. Crafting: Each player has "labor hours" which are used to craft materials (and ships). You receive 41 labor hours per real hour (984 lh per 24 real hours). It doesn't matter if you're online or offline. Maximal amount of your lh is 1000 + (20 x your craft level). You receive "crafting XP" when you craft materials and ships, and gradually level up, which allows you to build better quality (basic- common-fine-mastercraft-exceptional) or higher ranked ships and modules. Higher quality ships have more slots for modules, but the final amount of them varies and does NOT depend on a crafter (random). Also the crafter cannot choose the 2nd trim of the ship (currently speed or stiffness), it's a random too: Here is the explanation about trims and wood. To craft ships you first need to build a shipyard at a town where you already have an outpost (and upgrade the shipyard to lvl 2 or 3 for higher ranked ships). Also you need blueprints. At the beginning you have blueprints for Lynx and Traders Lynx. Other blueprints can be obtained when you craft ships or break them up (small chance). Some blueprints will be given to you automatically as you level up. You can buy blueprints from other players, but you need to be at a certain craft level to build a ship (lvl 13 for a basic snow, but lvl 15 for a fine snow for example). Here is the crafting path. You can also find it here. Note that the 2nd link provides a great tool for crafting calculation (many thanks to the author!) Currently top crafting level is 50. Clans: Currently you can create a clan, but it only gives you a tag and a "clan" chat window. More functionality will be added later. The clan leader can promote his clanmates to "Officers". Clan leader and officers are able to accept new members. Graphics, Sound, Controls and Social settings: Hit Esc and choose "options": Note that transparent sails option is a very helpful one for larger ships (for shooting from the deck). A tip from Samba_liten: if the water graphics freak out on you, simply change the graphics setting to low for water and you will be able to play. HERE IS A FULL KEYBOARD CONTROLS MAP thanks, Destraex! That's basically it. Set your sails and enjoy. Don't forget to report ingame or on the forum if you see any bug. Search the forum for some sailing video guides, here are some to start with:
    1 point
  6. Source : http://www.hmsrichmond.org/rnarticles.htm Furthermore, I recommend reading: Royal Navy & Marine Customs and Traditions
    1 point
  7. Thought I'd share: Even Chance: The Examination: The Dutchess and the Devil: The Frogs and the Lobsters: Mutiny: Retribution: Loyalty: Duty: I own the series, and though this is not my channel, I'd wager this would be a welcomed diversion for most. Enjoy.
    1 point
  8. Hello! A happy newyear to everyone! Been busy for a week with a short promo video for NavalAction. Hope you all like it as much as we liked making it!
    1 point
  9. Health bars in games shows what in real world is visible to the naked eye - wounds, damages. If character or vehicle model is graphically primitive, and may not reflect the damage, then some imitation way to provide information must exist. I hope that the ships model in NA will be even more enhanced in the future, and we will be able to determine condition of the opponent ship using only our eyes or a telescope.
    1 point
  10. Yeah yeah, ok, it's a game for me too and we have different tastes for what we like in games. I want more immersion and having the health bar kills my immersion, you like the health bar, that's ok, lets agree to disagree. This whole discussion is moot anyway because as far as I know what I suggest probably never will be in the game
    1 point
  11. you would think his heavy rear cannon would have been more than enough or even just one broadside on your way in.
    1 point
  12. Ваше право,, но после выхода игры в релиз, извините не пойду в группу без голоса, потому что это тупо рандом.
    1 point
  13. Сразу к сути. Слово "технологии" является красивой вывеской, за которой можно спрятать абсолютно любые игровые фишки. Технологии могут быть национальными, гильдейскими и персональными. Они могут быть активными (иными словами - скиллы) и пассивными (иными словами фиты или просто "пассивки"), требовать прокачки или не требовать, покупаться или добываться. Технологии это то, что отличает нацию/гильдию/игрока от их визави. По сути вместе с технологиями можно прикрутить и классы, и фиты, и даже скиллы в другой реалистичной обертке, но об этом я только упомяну, не развивая дальше. Внимание хотел бы остановить на другом. Национальная технология может быть использована после ресета игрового мира, который, я подозреваю, не будет лишним. Чтобы сразу понять о чем речь, это то же самое, что сброс граунд-контроля до стартовых локаций после победы одной из наций в гонке наций в КО. Щелчок - и противостояние получает новый виток с нуля. Мне видится неплохой идея рандомно давать доступ к разным технологиям(бустам) каждой нации по окончании сессии. Пример: франки делают более прочный/легкий/водорослестойкий корпус, англичане делают более прочные/легкие/водорослестойкие мачты и так далее. Карта кончается, и из доступного листа технологий рандомно выдается по одной для каждой нации. Яркий и слишком контрастный пример национальных технологий, который в данной игре будет чрезмерным, это расы в Еве (я в нее 2 недели бесплатно играл, все-таки). Но более легкий вариант в лице 5-10% цифры или типа того вполне применим. Это может внести некоторое разнообразие в тактическом плане, чтобы не всегда делать одно и то же. Этот же принцип вариаций деталей можно вложить в крафт. В любой. Это чем-то напоминало бы недавно высказанную в слух идею о разном качестве продукта, но с той разницей, что продукт бывает по-разному хорошим. Например, вместо плохое, хорошее, супер было бы высушенное дерево, гибкое дерево, закаленное мочей енота дерево, которое в производстве стоит одинаково. При использовании разных типов дерева для крафта, одни и те же корабли могли бы получать разные характеристики на выходе. Соответственно сами технологии это то, что можно добывать где-то там, покупать за реал, покупать за что-то еще, либо получать через граунд-контроль. Все их иметь будет не обязательно. Вопрос, а стоит ли делать буст для стороны, которая их имеет, против стороны, которая не имеет, или не стоит, можно оставить открытым, ведь при желании саму технологию можно пригрузить своим особым штрафом "для баланса". Тем не менее, это совершенно правдоподобный способ внести "шкалу" в статы, срубить бабла с крафтеров, мотивировать вступать в гильдии, мотивировать заниматься захватом и обороной территорий, мотивировать игроков тратить свое время так/там, как/где это надо, грабить чужие корабли, кряхтеть над конструктором корабля и так далее. В общем технология это довольно универсальное понятие, которое можно повертеть в руках и собрать, как кубик-рубик, или не собрать. Есть идеи или комментарии на этот счет?
    1 point
  14. 1 point
  15. Easily solved: get in closer.
    1 point
  16. 1 Таймер 2 Состояние модулей/пробоины: 3 Корабль союзника 4 Корабль врага 5 Состояние пушек: 6 Чат (Чтобы начать писать команде: Нажать на Enter--->менять режимы чата на TAB) 7 Статус корабля: 8 Скорость коробля (в узлах) 9 Состояние руля (его положение) 10 Кнопка: Репорта 11 Перезарядка орудий: 12 Кол-во ремонтов/режимы плаванья 13 Индекатор переключения режимов плаванья 14 Радар 15 Ваш корабль
    1 point
  17. Magazines were below the waterline and were the most well protected part of a ship - having read every book I've come across on 18th naval warfare, the only accounts I've heard of a magazine exploding was after a fire getting out of control.
    1 point
  18. I am sure it'd be rather difficult to code but I like how Gettysburg has worked out so I'd be interested in seeing a sort of campagin map for the civil war or perhaps several of the major battles and the outcomes of the previous battles can affect the objectives and reinforcments of the next perhaps? At the very least, just more civil war battles with the day by day battles
    1 point
  19. Yeah, while I understand where the OP is coming from, I wholeheartedly disagree with this idea. Like others have said, you need to just get used to the aiming system, it's really not that hard once you start getting used to it, no matter the size of your vessel. It takes a little instinct to aim your shots, and know when and where to fire by judging the roll of your ship, your speed, the enemy's speed, the direction they're traveling in relation to you etc. Instinct that you will develop more and more over time and you'll get used to between ships. This is one of the things that makes a good player, a good player. Their ability to effectively use their guns. I ESPECIALLY disagree with a marker telling someone how far to lead them. As was mentioned, that sounds like easy mode and it would completely ruin the immersion of the game, regardless of if it was a toggle-able option or not, just it being there for someone to be using while us other guys aren't is unbalanced and would ruin the game. The current system is perfectly fine in my opinion. Maybe it could use a few tweaks here and there, but not much. Like was mentioned, you're just going to have to get a feel for it. We've all had to do it.
    1 point
  20. Ну первое, что приходит на ум: никаких сбросов карты
    1 point
  21. Assuming the terminology issue of Left/Right vs. Port (or Larboard)/Starboard has been debated and a decision intentionally made to use Left/Right in the game UI, I'd still vote for a per-Player option to use "P/S" instead. Like a F/C or Mi/Km units option in other applications. (Edit: same for Bow/Stern for the chasers instead of Front and Back) (I still have a lot of threads to read in the forum, so forgive me if this topic has already been debated or discussed in a thread my searches didn't discover.) So far it seems that this particular piece of terminology is not bound to any L or R keys, so it may make no difference in the overall UI except a few labels, like those for reloading the guns. Thanks!
    1 point
  22. I've been reading a minute-by-minute account of Trafalgar, and it seems like a lot of the time, enemy ships would get their rigging caught up together. This had the effect of locking the two together until someone cut the lines, or a mast came down. It was also pretty common for boarding actions. I'm not sure if it's even doable, or if it would even be desirable (seems a little annoying), but I wanted to bring it up. It sounds kind of cool, and it might make players more reluctant to just sidescrape in to others and empty a broadside (you know, keep SOME distance, like pistol range, or 25 yards).
    1 point
  23. For those interested here's another set of model plans for the Rattlesnake. http://www.dlumberyard.com/Plans/rattlesnake.pdf
    1 point
  24. Wow this place (linked above) is a treasure trove. They also have William James' Naval History of Great Britain (6 volumes).... AND... I am ecstatic to find an English language translation of "A Treatise on Naval Tactics" by Paul Hoste. https://ia902205.us.archive.org/21/items/atreatiseonnava00hostgoog/atreatiseonnava00hostgoog.pdf I've been looking for this for years! JD
    1 point
  25. I think it's a great Idea about signal flags! Seems to be the best method of basic communication, especially for people who don't speak the same language. This is going to have to be dealt with eventually, because when the game does release (and especially if it becomes popular- like I think it will) then there are going to be people who don't speak English playing. There are already many people playing who only speak English as a second language; RamJB being a notable example. We are going to need a simple and easy way to talk to each other. Maybe they could work like the button press comms in War Thunder or WoT... perhaps something like this: You want to send the Signal : "Turn left, and Attack" You hit a button which brings up a small menu, just like loading different ammo types now. This menu can be as simple or complex as wanted/needed. It could be as simple as having 5-6 predefined commands (such as; Help, Attack my target, Tack around, Form up, etc). To being a full signal system, allowing players to pick flags, and send custom messages as they like. (that would be realistic and cool, but I'm not sure how useful it would be ) You Pick the Signal that you like and send it. Here is another splitting point between realism, and game-ness. Once a player sends a signal, it could just pop up on their screen- ala WoT. Or... When you send a signal, the other ships on your team get a prompt; something like "Signal from the Flag Sir" or "Ship Signaling sir!" and they have to actually look at your ship in their spyglass, and look at the flags your flying. Then the message you've sent can pop up as a subtitle, or other text on the screen; since we don't wan't to force players to memorize the flags like real sailors. Just my thoughts on what might be cool, or useful.
    1 point
  26. Thanks to all. Here's a little contribution of my own, regarding the text mentioned in the quote above. https://archive.org/details/royalnavyhistory01clow
    1 point
  27. On the thread of Females and Avatars I MAY be the only Female on here at the moment and wanted my 2 cents worth. First off, there were far more females sailing the Ocean Blue than you might think, and many of those were not just wives of officers, though there where the share of those. Some of the most successful pirates in history have been female. While we all know of Anne Bonny and Mary Read, those two were not really successful, but they were women and they were pirates. Fact about Mary. Mary or Mark as she was known as served on board a British ship when she was younger. She then joined an Infantry unit, fought n the Nine Years war, joined a mounted unit and gained rank and was known as one of the best fighters in the unit. During this time she fell in love with a man and after the war the two wed. She dressed as a woman until the death of her husband and as was the ways of that time, it meant she had nothing. She joined another ship and sailed but the capt was not good. When Calico Jack and Anne raided her ship, she joined them. Anne found out about Mary being female and the two at times dressed as male, and other times as female. it was a known fact that the the two were female pirates If you want some great books Seafaring Woman: Adventures of Pirate Queens, Stowaways, and sailors wives The Only Life that mattered - About Anne, Mary and Jack Mary Read, Sailor, Soldier, Pirate These are but a few It is a fact that women did serve more often than though on ships. Most disguised themselves as males. This has been the case in history and goes back a long time. So Yes, I want female avatars. Not all manly looking ones, but not overly serialized as that is not realistic either. Now with that, what do I want - Be able to name my ship Be able to change my country flags (This was done often to lure or to keep one's ship safe) Not sailing through Land (I see this a lot and hope it is just a thing in test) I want to see damage from sailing into land or reefs Music... Yeah that would be cool, period and typical naval songs Voice commands - When you give the command to turn to port, have the voice say Turn to port like an officer repeating commands (No biggy if they are not but would be cool) Storms - We have rough sea's and they can be a pan, but man are they cool to sail and fight in Real weather aka fog, no wind Ships sitting in water lower when loaded with heavy cargo, and sitting high when low cargo. Rumors Ok that will do for now I think.
    1 point
  28. Venitian ship Large Frigate Class FAMA of 1784. Two decks 66 guns Nice ship isn't it? http://modelshipworld.com/index.php/topic/6362-venetian-ships-1797-1799/
    1 point
  29. Perhaps the quantity of crew carrying out various activities, will be an option setting for each captain to control locally on their own PC/System. Those with cutting edge high end systems can have everything, whilst those with lesser capability find settings that allow a smooth game with fewer options turned on. i would like to see the option below or similar in your setup options, so that you can stylise suitable for your own PC capability. (I would like this also for other GFX options such as Sail quality/animation, Cannon recoil & Crew reacting, gunports, damaged ship animation etc etc. let the players worry about the level of detail they choose ) Own Ship YES/NO Gun crew visible 1%----------------------100% Sail crew visible 1%----------------------100% Officers visible 1%----------------------100% Repair Crew visible 1%-------------------100% Other ships within 100 yards YES/NO Gun crew visible 1%----------------------100% Sail crew visible 1%----------------------100% Officers visible 1%----------------------100% Repair Crew visible 1%-------------------100% Other Ships within 400 yards YES/NO Gun crew visible 1%----------------------100% Sail crew visible 1%----------------------100% Officers visible 1%----------------------100% Repair Crew visible 1%-------------------100% Imagine a slider somewhere on the lines above, could also be in fractions say 1/4 1/2 3/4 full etc, whats important to me is that the choice is available.
    1 point
  30. Paint job is just 2-3 clicks For stern gallery we need a good sculptor artist that we don't have right now. Old stern was taxing on performance. We decided that ship with no stern decorations ( temp) is better than no ship at all, cos we can always add this later.
    1 point
  31. I do have a copy of the RN fighting instructions covering the period from 1530 through 1815 or there-about, compiled by Julian Corbet. Unfortunately I was unable to attach it (the limit being 500kb and the book will only compress down to 600kb). But here's a direct link.... http://www.gutenberg.org/files/16695/16695-8.txt You might want to have look at the signal book(s) as well to get an idea of what types of flag commands were available for squadron/fleet management. University of Rhode Island has a PDF copy of an original 1799 version on line here: http://digitalcommons.uri.edu/cgi/viewcontent.cgi?article=1018&context=sc_pubs I might also recommend An Essay on Naval Tactics by John Clerk of Eldin which puts much of this into context. Clerk's work has been credited in some circles with the tactic of breaking the enemy line in order to double the rear (or windward) squadron(s), so successfully employed by Rodney at The Saintes, and by Nelson at Trafalgar (among others). A passable Google copy is available here: https://books.google.com/books?id=NfdeAAAAcAAJ&pg=PR1&lpg=PR1&dq=john+clerk+of+eldin+essay+on+naval+tactics&source=bl&ots=solCDv1rD0&sig=35uPFqwgO8eGksm5rRB9_lACLGU&hl=en&sa=X&ei=MIikVLboN8r4yQTcloCYAw&ved=0CD4Q6AEwBg#v=onepage&q=john%20clerk%20of%20eldin%20essay%20on%20naval%20tactics&f=false JD
    1 point
  32. We absolutely don't need PotBS style avatar combat. It was awful, unrealistic, and made zero sense. I'm fine with boarding in the abstract.
    1 point
  33. Form Line (Column).... Astern, Ahead of ship "Named" Form Abreast.... To Port(Left), To Starboard(Right) of Ship "Named" Form Line of Bearing..... To "Compass point" of ship "Named" (eg Sailing North but in a line from NW to SE with ship "Named" NW position) Column .... Open order (Sailing in column but less discipline to placement. eg in poor weather to avoid over-working ship & crew in keeping station) Turn in succession (One at a time at the same place the first ship turned once reached) to heading "Number" degrees (Would actually use Compass sailing points NNE etc) Turn together..... "Heading" (All Ships turn simultaneously to new heading, ) (Happy to stand corrected on my terminology "together") Reform.... select formation and new commands Tack... To tack through the eye of the wind and form a new course with wind coming from other side of your bow Wear... Turning without tacking (Not going through the eye of the wind) Jybe... To turn bringing the wind from one side of your beam / quarter across your stern to the other. (This is when you duck to avoid being hit by the sail boom) Hope this helps A modern but still applicable reference in particular pages 30 - 34 for formations. http://nato.radioscanner.ru/files/article66/1000.pdf
    1 point
  34. "Never mind the maneuvers, just go straight at them." - Lord Horatio Nelson (as reported by Jack Aubrey)
    1 point
  35. In 1801, several days after the Battle of Algeciras Bay, two Spanish ships of the line exploded, killing near 1700 sailors. According to various sources, the fire that caused the explosions of both ships originated from heated shots fired by HMS Superb Yeah i guess it wasn't but maybe if it had like a long reload or some thing, It would be nice to broadside with dubble shot, turn so your front or back faces them and then send your carronades loaded with hot shot. Big Bada Boom
    1 point
  36. Adding to Sir Cunningham's comment. If added, masts and rigging should react accordingly. If wind speed is too great to fly so much canvass, prepare for some nastiness.
    1 point
  37. Greetings from Taiwan, in case you dunno where it is, Taiwan is a small island located southeast of China Speaks Mandarin, English, some Japanese, und ein bisschen Deutsch Below is one of my many quick sketches, fond of drawing, sorry if it doesn't look good:P
    1 point
  38. I hope they add a turn-based campaign map rather than just a single battle. Can you imagine a campaign map from Empire TW or Napoleon TW but with Ultimate General Gettysburg battles ? A game of the year that's for sure!
    1 point
  39. I am with Baggy to a degree. I am also NOT completely against the idea of a finite length of a battle, I completely get the whole "life pressures" thing, I have them too, but by the same token anyone who wants a battle timer that caps out at 30 minutes needs to play another game IMO, this is NOT (I hope!) going to be WoT at Sea. I can well imagine many battles taking 20 - 40 minutes max and reaching a natural conclusion in that time, but I REALLY DO NOT want a timer at anything less than say 90 minutes. Part of the glory of this game to me is going to be in the "cat and mouse" of the battle, trying to outmanouever the enemy and particularly in a smaller v larger ship situation achieve my unlikely victory, but it WILL take time. This is not meant to be an arcade style game. What I also do not get is that some of you arguing for short finite battle time limits are the very people elsewhere wanting no "warp" across the vast emptiness of the great oceans and will happily spend 7 days or more in Real Time crossing the Atlantic. Talk about confused?!?!?!?!? The idea of the Stop Battle button if agreed by all I can fully support. Or the "Flee" option. Or any other form of "I quit" mechanism, which should allow those whose time is short to decline getting drawn into the longer battles, but PLEASE don't turn this into an arcade game for all of us...
    1 point
  40. I'm honestly struggling to see how or why the UI makes any difference to the lengths of battles (something we all seem to agree on). "I guarantee it" hasn't convinced me, though I don't disagree necessarily. Can anyone provide any more info? My main objection to healthbars is purely aesthetic, nothing to do with realism or historical accuracy or making the game hardcore. Again, it's not that I don't want the information, I just would rather have it presented in a way that is a little more involved and immersive than having stats and ppercentages shown so blatantly all the time. I agree with AKP that new players may not understand the significance of some damage visuals - though is that any different to any new player of any game? - but I don't see how they'd fail to learn. I work at sea, gaming a couple weeks a year in a very casual manner. All my suggestions come not from wanting a hard-core realism sim of a game, but from trying to convey some of what makes the sailing of these amazing vessels so special in the real world. Part of that is employing all available senses, experience and intuition for information, rather than relying on data sheets and figures. Can't understand why the more vocal, though not more numerous going by the poll, members of the community aren't more interested in exploring options other than conventional health bars. As it happens, despite or because of c.20hrs flying time logged (not a lot I know, and mostly as a cadet a few years back now) I've flown icons off on pc games. For me a good measure of immersion and 'realism' comes from learning how things are presented in game and learning how to respond accordingly. The ShackTac approach to realism Baggy Ps. Claims that the workload of a gamer is higher than a captain of a fighting vessel in action are properly hilarious
    1 point
  41. In real life, you could use your telescope and get an ok idea of how the other ship lay. Stove in gunports, parts of the rigging missing or dangling, how high she lay in the water and handled the seas, blood pouring from her scuppers - a million observable details that helped the officers make decisions. The nature of polygons and damage modeling makes this level of detail nearly impossible in a game of this nature. So the question really is more along the lines of "how can damage be displayed in such a manner as to provide a realistic level of information about the state of your ship and the other ship, while still being technically possible to implement given the level of technology we have to work with?" Most games use health bars and other gauges to accomplish this mechanic. They're ugly and anti-immersive, but they serve an important purpose.
    1 point
  42. Вот и славно. Наконец-то в наших рядах борцов за фан и геймплей пополнение. А то от этих реалистов никакого спасения
    1 point
  43. Been doing some texturing on 'the great guns'. I've been messing around with the Quixel suite (beta is free till september). It's an absolute awesome pack of greatness. Coen,
    1 point
  44. http://www.anbg.gov.au/flags/signal-meaning.html http://www.wingood.com/flagselect.asp
    1 point
  45. I totally agree with such feature, the more realistic and historical possibility the game offer the better. (This quote is from question to devs topic) All those communication software are using resources and oppose a language barrier. I'm personally not comfortable gaming while been connected to a vocal software ( especially when 20 people are connected) and i'll rather use text and signals if possible. It offers more depth in the gameplay, also i agree it may be not a priority but would be definitely nice to use those. Edit : Great, we can imagine in a later future a simple visual communication system that fleets could choose or even create before a major battle, using "this" to say "that" etc ... Don't forget that some players are hardcore or playing RP style and those are little details that make a great game. Well for now it's only my opinion
    1 point
  46. I think there will be a part of players who like to roleplay like in any mmo, this feature will suit them great
    1 point
×
×
  • Create New...