Jump to content
Game-Labs Forum

Challenge

Members2
  • Posts

    203
  • Joined

  • Last visited

Posts posted by Challenge

  1. I haven't played for a few months and just launched into a new campaign. I seem to remember reading or seeing in a video that a key+Right mouse Click would make the infantry move while maintaining the starting facing. Moving on the oblique reduces the chance of taking a flank barrage.

    I can't remember the key combo and haven't found it in guides, manuals and search has been no help. Have I confused a different game (it's not like I don't have a few)? Appreciate knowing what this is. Thanks in advance.

  2. Thanks.

    After I studied the system for a bit, I had come to the conclusion it may have been for the officer, but the price seemed excessive. The brigade is commanded by a colonel. Not sure if the fact he has high experience would account for that... But I'm not sure I didn't do it by getting experienced troops. I had the money at the time, so I may not have switched back after reinforcing one of my experienced units.

    So, probably operator error.

  3. New to the game, so I'm not sure if this is normal or if my Quartermaster is cheating me...

    I picked up a considerable number of Sharps carbines during the fight for the railway station. I thought, since my 1 Division was just a couple of infantry brigades I might want to diversify so I decided to add a horse unit and some dedicated skirmishers to basically defend an gun battery. 150 men for the skirmishers, 150 weapons; I have 244 Sharps in the Armory. I select the weapon it says cost $0, I press "Accept" go back to the number of men screen and it says $5157 cost.

    Can someone tell me why I can't use the ones in the Armory? Or do I have to pay for those as well?

  4. 9 hours ago, admin said:

    Captains .Please review and suggest improvements to

    1. wind changes
    2. heel
    3. leeway (sideforce) and ship differences
    4. general turnrates (using rudder or yards or both)
    5. speed curves and ship difference
    6. tacking time
    7. downwind turning time

    Feel free to propose buffs or debuffs if necessary

    1. Accurate prevailing wind directions for bot OW and Combat. The wind "clock" really is an immersion breaker since I know how the wind patterns actually are in the Caribbean. Of course players will then complain it isn't "balanced".

    2. Heel seems to be a bit much in all the square riggers I've used in game. In addition, while the inability to depress guns far enough to compensate for the windward side is realistic, the ability to elevate the guns enough to compensate on the lee side no matter how far over you're heeled is more than was actually possible.

    3. Leeway seems a little too high on most of the square-rigged ships I've used. Everyone of them end up backing sails while tacking and that just isn't the way they work when properly trimmed and handled. Using manual sails correctly during a tack does nothing to alleviate the issue, and done correctly, it should. As an aside to this, some of the ships seem to turn faster when backing sails than they do moving forward... odd sort of thing. Also, if we need to make rudder corrections to sail in a straight line, how about putting in incremental rudder control so I can adjust my heading for leeway without having to keep pushing the helm over every few seconds -- you know, like it is in RL.

    4. I'm not sure if the poor handling I've seen since the last changes are due to the Turn Rates, or the Turn Acceleration Rates. The Indefatigable, which has been my main 5th Rate since the wipe, Wears around well if the turn is long enough to get up to turn speed. For anything less than about 120 degrees, however, it feels like it's wallowing. Still, I've been able to dance around Constitutions with it, so I think the Connie may need to be revisited as well.

    5. Ship differences are easier to assess than the curves and they are adequate for the most part. The Surprise is quicker than the Indef (and mine is made of woods giving some speed and acceleration bonuses). Turns better and seems to sail better a bit closer to the wind than it's big cousin. On the other hand the Mercury, which was quite sweet in most respects until the last change, has become a barge. It's reputation IRL was built on being able to survive against multiple opponents and much of that came from is sailing capabilities. I guess the differences are about what I would expect, but there are some that seem a bit off.

    6. I think I cover this in 3 above. The first thing I thought of that caused issues with this was the leeway, but the physics changes probably helped.

    7. As I said in number 4, turning seems to work okay while wearing around, once I get the ships up to speed. There may also be a bit too much drag causing the rate to go down more than I would have expected.

    Thanks for the opportunity to give some feed back on the sailing models. For the most part I feel leeway was needed but a little over done; the physics changes have drastically changed the handling on some of the ships, but not so much on others and the larger the ship (except for the Mercury) the more the handling seems to drop... although I would expect that.

  5. Here you go George. All very much NA related; by some of the better players. Perhaps you do not learn well from other people, but I have not found that true of most new players.

    Naval Action Guides - YouTube

    Naval Action Tutorial 1: Ship anatomy - YouTube

    Naval Action ultra Quick Start Guide - YouTube

    Perhaps, if you wait until the game is in a more finished form, where the patches are no longeer changing game play, such developer made tools will be available. Until then, these seem to help, although not completely.

    • Like 1
  6. Apparently, George, that isn't working very well. There are plenty of "how to" videos on YouTube for NA, but still there are people who don't know where to go or what to do. The game is complex and sometimes you just need to take the time to encourage people when the learning curve is as steep as this one.

    And you are wrong: you can teach people. But you have to want to.

  7. @George WashingtonWhat is the point of tutorials and manuals when the game changes faster than you could edit them? Yes, it's a tough learning curve, but if you want new players to be prepared faster... TEACH THEM. You are the tutorial for your clan, nation, or what ever. That is one of the advantages to the PvE server; the players would rather help and teach instead of crush and shit talk.

    • Like 2
  8. 32 minutes ago, The Red Duke said:

    No decisive outcome after 90 minutes is the issue. :)

    It costs money to put a ship on a cruise that is what we, captains, must account for. Expenditure versus possible outcome. Costs me eight cruises to get the outcome of one raid of full haul that pays them all. Letting seven of them let go for several reasons is part of the nature of the age of sail.

    Now, 90 minutes of combat with no results to show, did not yield results to either side so to speak ( no one wins ). Was a inconclusive result for a failed cruise which ended in a unremarkable battle.

    Given that for long the devs, and for several times, did state that no rewards would be given for damage alone with no sinking/capture of the enemy ships I fear that essential information might have been overlooked.

    I can see not getting Marks, or other monetary reward, cargo, etc. But fighting each other to a standstill is worth XP. It should at least be worth points toward a skill box in that ship. Experience comes from the fighting. Sadly, if I don't want to be a psychotic death-match player, I get nothing. There is no longer any reason to be nice to a challenging, honorable, but defeated opponent.

    • Like 3
  9. Thank you Anolytic. At last someone smart enough to know what I wanted to know.

    @The Red Duke If you ask me what time it is and I tell you 8:30 is that UTC +5,UTC -5 or what... This is called the adjustment from UTC. Most people understand this. Sorry if you didn't; I did mean to think you might actually be smart enough to understand what I was asking.

  10. NO shit Captain Obvious. Let me rephrase the question in a way you would under stand: How many fingers do you need to count to tell me the time at UTC for a given hour at the server? And do you travel east or west (that's right or left when you put the map down with the lettering so you can read it)? Jackass.

  11. 11 hours ago, Alakrana said:

    The problem is not to unlock the slot .. the problem is that when you go to have it unlocked they tell you that there will be a wipe or some change on that .. and what you have done is not worth anything ... that is the real problem ..
      As it is an early access your work does not count .. imagine that you take 1 year to reach a santisima and when you are going to "have it" conditions tell you .. will see a wipe ... lol many players will tell you is a game Alpha you can not complain

     

    When I bought the game it said, up front, this would happen. Not that it might happen, not that it was a possibility, but that there would be wipes periodically. I expected more than this sooner. Didn't you get the memo?

     

    8 hours ago, The Red Duke said:

    Yep. Hope to see them grouped by rate or sail plan.

    I'm with you on this.

    • Like 2
  12. 8 hours ago, admin said:

    if you find someone to cooperate with or become part of a clan where you specialize in one of the parts of the ship production you could save a lot of time. Hauling with protection with 2 indiamans in fleets reduces the travel time to once per week maybe. 

    Why would I do this? Since I'm not getting any crafting experience unless I'm the one putting the ship together, why would I want ot build parts for someone else? Money isn't a good answer; I can get that trading and selling off cargo I take from pillaged traders.

    • Like 2
  13. 5 hours ago, Captain Lust said:

    Are there maximum range differences between guns of different calibre e.g. a 4 pound long cannon versus a 9 pound long cannon? Also, can i find information anywhere on how much crew a specific gun needs? Thanks in advance.

    Not so much a range difference as a drop off in penetration numbers as range increases. 4lb mediums lose punch faster than a 4lb long which loses it faster than a 9lb long. Hover your mouse over the gun marker (box, square, whatever you want to call it) and it shows pen numbers by range and the crew needed to work the gun.

    • Like 1
  14. 35 minutes ago, _Alucard_ said:

    <snip>

    You just made me waste my time.....

    He didn't make you waste your time. You pretty much did that all by yourself. He was trying to express a simple point that demasting was a period tactic; you took his example and turned that into an argument about how easy it should or should not be. You really can't blame others for something like that.

    You are, however, right about your point which seems to be that it's too easy and loosing the base of your mast should not be repairable within the battle instance. I Fully agree with that one.

  15. 1 hour ago, Alakrana said:

    When first say you at the end of March that it will be a wipe and what you're going to continue to do is not worth nothing (money, ships, etc.) because you will not return to it and tell you the day April 19 will be the day of change... arriving that day, alert you that it will not be possible and in principle you think (little serious are) but you have patience to wait for 1 or 2 weeks more... but when you are back to say that you for the day may 15 if that will be the expected day and you say that it will not be possible to patience, desire, and even the illusion is removed you...
    This is due to the lack of seriousness that we have in this game and how deceived we are all...

    This is a project still in design and development. You knew that going in. You signed on for this sort of thing. If you didn't, why are you here? So you could complain while they're trying to do a job. At this stage if something doesn't work you toss it out and/or redesign. Are you working on the project with them or do you need to be redesigned?

    You were not deceived. You just bought into something you may not have understood the process of. It isn't like they promised you would get to keep everything when they do the final release -- or at any time. Stop being impatient and expecting instant gratification. Some of us would like them to get this right.

    • Like 2
×
×
  • Create New...