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  1. Hello, this is my first post here and from all what i can gather in the internet not everyone here is happy about the automatic placement of ships pre-Battle. And my suggestion is that you can place your ships before the battle starts just like the TW games create groups for them, maybe assign a cours while you are at it. If someone here is not aware how it works in TW, just imagine you starting a battle and you are free to place your units/ships where you want them and then start the battle. Empire Total War had a good system for it they even had working battle lines and so on maybe you all could write your feedback for this suggestion and own ideas how something similar could be created in UAD. I´m looking forward to hear your thoughs about this and wouldlike to see a productive discussion below -Patrick/Koalabaer
  2. To start things off, how is the result of a battle decided when you end the battle in the middle of the action (i.e. before the "end battle" button pops up) or when you hit auto-resolve? What factors does it take into account? Gun/torpedo size? Displacement? Speed? Armor Values? Modules/components on your ships? The alignment of the stars and the phase of the moon? Purely RNG? I had to end a battle a few days ago in the middle of the action (life happens, I had an unexpected event come up) and I would argue I was winning: enemy CLs were either sunk, heavily damaged or out of ammo, one BC sunk and two DDs sunk compared to one of my CLs sunk and a CA moderately damaged. I end the battle and the screen that pops up immediately afterwards says it's a draw/undecided...but then once it gets to the world map and pops up the list of ships for each side, it says that I lost and I suddenly have more ships sunk than I did when the battle ended, but so does the enemy. So...what exactly is the deal here? One screen says it was a stalemate, one screen says I lost and I've got more ships sunk than should be, according to where the battle left off. I'd appreciate some answers. Next, peace treaties and the end of wars. Playing as the Brits, I force a war with the Germans to end in 6 months. I get the pop up during a loading screen (after a battle) that Germany wants peace, so I happily accept. Well, when it gets back to the world map, it throws me right into the next "unskippable" encounter, and then when I end the turn...war continues between British Empire and German Empire. Did I miss something? They were asking for peace, but since it asked for peace before an "unskippable" encounter...now that offer no longer stands or it fell through and the war drags on for another four months? I feel like the option for peace should either come at the end of your turn, or after all "unskippable" encounters have been resolved. Now, lets talk about gun and torpedo launcher rotation speed. I check the stats of the various weapons and such in the designer: gun rotation speed--8.95 degrees/sec, ship turning rate--4.3 degrees/sec. Ok, so my guns rotate twice as fast as my ship turns, which means even if I have my DD go hard over, my guns should still stay on target. Go to war, and my DDs or CLs go hard over to avoid torpedoes...Tokyo Drift Music starts playing. My guns and torpedoes, literally, LOCK UP and don't move at all as my ship kinda drifts around it's turn (it's still a smooth turn, but the stern of the ship is kicked out to the side) and they don't start rotating again until my ship is on a straight ahead course or the turn goes from hard over to a more gentle, wide and sweeping curve. Why on Earth does this happen? It's frustrating to be in a close-range DD brawl only to lose it because the enemy DD hit that "magical radius" where their weapons can rotate first, and I end up eating 12 torpedoes from a torpedo sled or take a full broadside of 4" and 5" shells that leave my DD dead in the water just waiting for the inevitable torpedoes that didn't turn around in time. If my guns can rotate faster than my ship turns, why aren't they? Or perhaps the better question: why are only DDs and CLs plagued by locking turrets and launchers because they have a tight turn radius? Finally, whenever you gain an enemy ship as reparations, why is their tech not transferred to your navy, if their tech is better? For example, if my navy only has 15" Mk 1 guns but an enemy ship I gain as a war prize has 15" Mk 2 guns, why is the better technology not immediately unlocked and available to use? As it stands right now, unless that enemy AI design is just phenomenal, the only thing I do with a captured ship is scrap it for the cash because even if it has better tech, it does nothing to benefit me because it only works on that specific ship...so I'd rather just take the money to funnel into my own research. IDK if anyone else has experienced similar things or has had any similar thoughts, but I hope I'm not the only one who has noticed some of these things. I hope to get some answers...so I guess, here's hoping somebody who knows the answers responds.
  3. Welcome back. First i want to thank the ppl who read and liked my posts for their moral support.😃 Second i want to create a collection thread for all our feedback to give us and the devs an easy overview about what are the hot topics around the game. My idea was as follows: I will shorten down my feedback points to a few words, maximum a sentence. the goal is that one Talking Point does not take up more than one line of text. When i created my original post, i was aware that it was to much of a wall of text to be properly readable. thx again for those who still did it Edit 19.01.2022: since there is already a "Big List" of feedback for the ship designer itself, i will cut on my points that were already made in the past and link the feedback list for the shipdesigner under the segment "Shipdesigner". I wonder though, why are there no own threads for the other gameplay parts of the game like the battles or for the recently added campaign? I think, that overviews and summaries of frequently disussed feedback topics are nessarry to keep track of things, but it seems, that apart from a few ppl beeing concerned with the ship designer thats not the case for many other ppl? What i wonder the most is, that the devs themselves havent installed such threads, since they would profit the most from a time efficient scanning of an overview list of all the feedback to a certain topic (or the whole game). Maybe we should split up the feedback gathered here on multiple threads too? Anyone else can post feedback in this thread my original list does not cover and i will implement them in the first post of this thread. The last Step would be to create a permanent poll about all Talking Points wich shall indicate, wich topics are the hottest, the ones that the player base are most concerned with. Im looking forward to ur participation and ur feedback on my proposal. Make Ultimate Admiral great Again... or... for the first time! 😜 I also propose to create pinned threads for certain topics like ... Torpedoes! to gather and focus all our feedback and opinions there giving us and the devs a better grip on the pressing issues. End of Introduction. More Detailed Feedback / thoughts to my points can be found here: Feedback-List. Beeing updated with your Posts in this thread. Graphics - Increase ship size / object size in relation to the players perspective to match realworld size scaling ( no toys in giant bath tubes anymore pls) Ship Designer an already big list of ship designer feedback can be found here: - Pls Remove any Requirements regarding Hulls / Roles about Towers/Armament etc. to allow complete freedom for the players design choices / ideas - pls remove obstructions for placing superfiring barbettes on certain hulls / positions etc. - in general pls remove as much restrictions as possible to give them players teh freedom to express their design ideas - Pls switch out the displacement slider by sliders for the key dimensions of a ship (length, width. height) - Pls make Towers / Superstructure sie and weight scale with the Size and weight of a Hull - Pls give equipment absolute weight and cost values instead of relative ones bound to the Tower stats - Pls introduce real / possible ahistoric engines instead of just engine types. That creates more Research possiblities and provides more educational content. - if u decide to stick to the current layout, pls fix up the values of the engine typs, cause they are not quiet right atm (18.01.2022, patch 1.03) - Pls overwork Funnel Capacities. The Capacity per Weight of a Funnel should always increase with the size of a Funnel, not decrease or suddenly jump up high - Pls Correct the Barbette tooltip and add either add "superfiring" to the barbette section or switch out barbette with superfiring position/mount - Pls fix weight and weight of armour of casemate / underwater torpedo-systems. atm they are to heavy( 18.01.2022, patch 1.03) Battles - (BUG) ships ignore movement orders when to close to each other resulting in collision instead of preventing it - pls give the player the full control over speeding up time over all battle distances (maybe except for x30 since that maybe unbearable for most machines / game engine) - bigger ships should have also a horizontal bulkhead sceme (otherwise listing to sides wont make much sense in the game) - pls correct the tooltip/ loading screen tip about flooding - pls overhaul / overwork flooding so it actually matches realworld experiences and therefore the players(or just mine??) expectations - shooting / targeting should be affected by listing of the ship. a gun thats pointing into the ocean or up high should not be able to land hits on its target in usual combat situations - pls introduce abandoning ships / ships going silent, when for example beeing on fire over the whole lenght of the ship etc. - pls introduce taking ships as prize / the need of towing them to port incase of severe dmg/ engines out - maybe introduce the rescuing of humans from sinking ships if the ship leaves any survivors - AI is still incompetent at calculating fleet strength and situational awareness leading to easy and huge victories in battles making campaigns extremely short due to VPs - pls let torpedos be fired freely / at will at any range and angle to allow for a correct use of that weapons system and the creating of proper torpedo fans over all ranges - pls fix torpedo-ranges. The Torpedo-Range determines its maximum travel distance due to fuel/air(gas mixture)/power storage and not an aiming range - pls also fix torpedo ranges regarding their propulsion system and speed - pls overwork torpedodmg and the dmg calculation of said dmg regarding the existence of torpedoprotection and the kind of T-Protection - pls make ships automatically dodge / attempt to dodge torpedoes - and or constantly highlight spotted torpedoes so the player busy commanding multiple ships doesnt miss those and can actually react without pausing the game every 10 secs - pls fix the detach / attach behavior when multiple ships are select ( detach shall always mean and result in detachment, not random attachment) - pls add a shortcut for "select all ships by type" - pls add control groups (CTRL+Number) asap - pls reduce the amount of information about enemy ships and their status regarding ammo/ reload / dmg etc. that is available to the player. Especially the information bout torpedo reloading leads to the possible abuse of "detecting" torpedoes without beeing able to do so - Ammunition explosions shall increase in dmg potential so that actually the magazine explosion of a main turret rips apart a ship and becomes the significant and terrible even that it is in reality - pls give indication of the reload of the indiviudal turrets / torpedo racks - pls show the penetrating capability of HE-Grenades instead of just saying "Minimum-penetration" - pls clearify what kind of HE-Grenades are fired. Atm they seem to be Bottom-fused, to make sure they explode after a penetration/ partial pen. if thats so, they should also richochet on high angles instead of exploding on hit like a head fused grenade would do almost regardless of the impact angle - edit(always forget that): ships high/slow speed should be depending on actual speed in knots instead of the Throttle/ Lever Position of the targeted ship. A ship with a constructional top speed of 17 knots is not moving at high speeds ... 😕 - edit: CPU target priority should be overhauled. Instead of trying to attack / sink a dmg ship of the player it should focus on the ships closest to its own ships aka best hit chance and than wich poses the highest threat, than wich is easierst / fastes to kill. Battle / Designer - pls introduce projectiles as ingame objects and make them really penetrate and dmg internals instead of calculating that in excel tables - pls introduce all major components of a battleship as objects in a game so they can actually be hit / dmg after a penetration / by fire / flooding - maybe introduce the distinction between bottom and head fused grenades to give player the choice of maximixing dmg after a penetration with less penetration power or with explosion on hit capabilities to inflict atleast a bit dmg instead of none due to richochet / non pen. Campaign - pls remove the display of all enemy ships participating in a battle before that battle and before them beeing identified - pls reduces the amount of missions / battles taking place and / or switch from monthly to 3 monthly turns ( so we can actually research, create new designs and build those too) - pls overhaull the distribution of VPs according to the actual overall fleet size, funds and building capacity of a Nation / State - pls add goals to campaigns and those shall affect the effort a Nation / State is willing to make and how much losses to take - creating flotillas / groups of ships and setting them up for regions / mission types has to be a thing - pls give Mothballing its own button instead of hiding it behind the "set the crew" function - Increase shipyard building speed according to other changes u make to the campaign so building bigger warships later one actually becomes a thing - why does peace time in a campaign does not exist from the beginning? - BUG? the game peaces me out after turning done the ask for peace several times. Is that intentional? - Give more informations in the Campaign screen about what is going on; - how much transports are 100% ? - permanently display the tonnages and power projection of the own and the enemies fleets and not only when a blocade is taking place - Make Naval Intelligence a thing so we have atleast a rough estimate of how effective ecomonic warfare is or what the capabilities of the enemies are - there needs to be a tab where information bout identified / known enemy ships is stored - Research should be diviced stronger in sections and each section should have its focus points - Seperate between private Research and State Research - BUG ? why are ships moved to random harbours in the baltic Sea ( furthest away from the enemy? ) turn that off pls. - pls add the feature to slow down / speed up / hault repairs to control the repair costs / process - ships beeing repaired shall not take part in operations unless the CPU / Player dliberatly decides to do so - damaged and ships in repair shall not add to the power projection / Blocade tonnage or, if they do, only to a certain degree that needs to be determined - pls vastly increase the size of the eventlog and allow the player top back track it ( store the info in its own tab for example) - pls overwork the tooltip for ships within the designer and campaign screens so all the campaign and combat important information are shown (e.g. RANGE! TURNING CIRLCE, E.EFF,..) - the most vital campaign informations shall be displayed on all campaign tabs all the time - Why is economic growth not a thing yet? (18.01.2022 patch 1.03) - the economic effect of a blocade musst be delayed and musst build up over time - make repairing transports a thing so dmg them in a battle has an effect Battle / Campaign - when a ship was identified in a battle, in shall be identified quicker in future battles. Best Regards, Kraut
  4. I had the chance to play the game several times today and I will say that it is very nice and satisfies me , I have a few suggestions about the game and these are the things that other players probably want First of all, the ships we know from the world of warships should come to the French tree, I think they are quite aesthetic and beautiful bkz jean bart or alsace.... During the few games I played, I realized that there was only stagnant air, maybe atlantic fleet was playing there are all kinds of weather and we could choose it UAD may be nice to arrive also talking about the ships can be very nice if it comes in odin and scharnhorst ships of russia ... naval flags of countries should change in 1939, as in actual date the sinking animations of the ships should increase, such as turning around or an explosion and the ship breaking up and there really is a topic that I have been obsessed with and been constantly talking about, maybe someone is already angry now the range finders and propellers of the ships do not have animations in my opinion should be at least the range finders I also noticed a strangeness in the intake mechanics when the nose or the stern of the ship got water, neither the nose nor the back was sinking it just lies to the right or to the left, I think this should be corrected thank you if you take the time to read it, i know the game is in early access, i just want to gain something
  5. Hello devs! I guess it was already debated, but it would be lovely if you can implement this new feature in the game. Once a battle start, like a Prince hunting down a Indiaman, there should be the option for the hunter or the hunted to propose the end of the fight in change of a compensation (reals). If the agreement takes place, the hunter is prevented, by game mechanic, to hunt down the same player for a certain amount of time (half hour?).
  6. Hello, would be good to have a start up layout to well place your ships before the battle has begun for example like how total war has done it before a battle what do you think? It can add strategy, and planning.
  7. when I am in a battle,the internet disconnect ed,when I go back . all is over , my ships all sank into water. So devs ,could u make it possible for us when AFK or connection to server suddenly stop ,the battle will automatically quit to prevent this unnecessary loss? PS:that battle happened in SN harbour. My fleet 3 ships. ,2 lost 1 left. I don't know why.
  8. What do you thinck about put a Captains Profile while going to TAB then Right Click on the players name ? More less like in CSGO , this way you can give an evaluation to a friendly or ennemy captain, hopefully some captains will stop trashtalk to win some Reputation/Evaluation/Succes or what ever you want to put there.
  9. Since a couple of days the "1" key apparently does not work anymore in battle. Outside battle mode the "1" key works just fine. Also different keyboards do not fix the issue. This means: I cannot switch load for the "1" broadside. For the rest of the guns I cannot switch back to balls (key "1") once I used other ammunition. In repair mode I cannot use hull repairs (key "1"). Obviously, this creates a massive handicap in battle. Has anybody experienced similar problems?
  10. Can we please have the option to turn off battle chat. It's a bit embarrassing when people start whining when they get caught
  11. Hi everyone! Since everyone here has presumably some interest in the Late Unpleasantness, I thought it might be fun to try and make a thread for fun, interesting, or thought provoking questions about the Civil War! So I'm thinking this thread could be that! If you've got a question about the war or its aftermath, post away! If you've got an answer to a question, give a post! All I ask is that any responses are respectful in two ways. 1) Respectful of the person who posted the answer and/or question. 2) Respectful of academia. This one is a bit tricky, but basically I think any answer posted here should strictly rely on primary sources and reliable, peer-reviewed academic secondary sources. Basically, if you're quoting pseudo-intellectuals like Thomas D. Lorenzo, or outright anti-intellectual works such as "The Politically Incorrect Guide to the Civil War" then you're in the wrong thread, Buster ! Think carefully about where you are getting your info! If this thread is a hit, then let's keep it smart! So, fire away! How did Lincoln's Emancipation Proclamation really affect slavery? What was the difference between "anti-slavery" and "abolition?" When did the Civil War truly end? What kinds of rifles did men use in the war? Which battle was really the most important and why? Can we interpret Grand Strategy in the Civil War from the lens of Clausewitz? Was the Civil War a Modern War? Was it a Total War?Why did the "preservation of the Union" matter so much to Americans? What were the Confederates fighting for? Was Chamberlain's moustache really that sexy!? (it was) Was the Civil War really caused by the institution of slavery? (it was) So, if anyone is interested, pop a question!
  12. Currently, the random fire mode has no apparent practical purpose besides frustrating captains who accidentally use it - it offers no advantage over the rolling broadsides in any situation. However, I feel it could be made useful with a very minor change: Random fire mode now fires the guns twice as fast as the other fire modes. Rename Random Fire Mode to Simultaneous Fire Mode. By "fire twice as fast," I mean that the time it takes between the first gun and last gun to fire is half as long as the rolling broadside modes. It will have no effect on reload time, accuracy, etc. This will turn Random fire mode into a "full broadside" command. The reduced broadside time will be useful in situations where your firing window is short, or when you want to start maneuvering immediately after firing, thus making Simultaneous fire mode a useful tactical option. This idea was brought up before in a previous post, but I thought it deserved its own suggestion thread for consideration by a larger audience.
  13. The NA rulebook as per the present day states that: - Rum can be used to revive crew lost during battle All good and despite the name involved the mechanic does away with logistics necessary to conduct naval operations. Now my suggestion comes towards a multinational approach, as in game multi nations. Items that could be included as crew revival should be: - Tea - Bourbon - Wine - Cider Pros: - local access in any nation to specific item even when rum is not available - nation fluff if player decides - a yank privateer might pack some bourbon, a french corsair will go with fine wine, a tea totaller like pagan must go with Tea. Cons: - ... not sure.
  14. I have a very simple request: The ability to turn chat off. FYI: I am aware that chat can be turned off currently, but I feel the ability to turn them off individually is needed. I have frequently found myself in situations where I wish I had my chat turned off in battle. The chat can at times be damaging to the enjoyment of Naval Action - I'll include a few examples of common "chat scenarios" in Naval action - I'm sure most will agree: 1 vs 1: "If I had a better ship, I would have beaten you!" 2 vs 1: "Are you too scared to fight me 1v1 you pussy???" 1 vs 10: "Why are you running away you little prick, this is our waters! Come and fight - are you scared!!?" 1 vs Trader: "Friends..? " Because of the way this game works you can lose many hours of "productive" game-time in just one battle - nobody likes to lose a 5/5 Very Fast ship...This can cause people to react irrationally and become very offensive towards players that they otherwise wouldn't. Most games do not have this element of risk, therefore chat often becomes more personal than what's commonly seen in online games. Especially "1 vs Trader" has gotten me many times - how can you sink a guy sending that message? Basically allow us to turn off chats individually in options, I'd like to see a block chat for each "Chat-tab": Nation, Clan, Global, Trade, Help, Battle (Team), Battle (All), PMs. Possibly have the clerk list in battle-chat who has it turned off so people won't write for no reason - I think this will prevent many arguments with your enemy in battle.
  15. This is a comprehensive list of game scenarios, with linked info, aimed to help unfamiliar players make an image of the whole conflict. Work in Progress. List of American Civil War Battles Eastern Theater Historical Battles: 1st Battle of Bull Run (1st Manassas) July 21, 1861 Battle of Gaines's Mill (1st Cold Harbor) June 27, 1862 Battle of Malvern Hill (Poindexter's Farm) July 1, 1862 2nd Battle of Bull Run (2nd Manassas) August 28–30, 1862 Battle of Antietam (Sharpsburg) September 17, 1862 Battle of Fredericksburg December 11–15, 1862 Battle of Chancellorsville April 30, 1863 Battle of Gettysburg July 1–3, 1863 Battle of Cold Harbor June 1, 1864 Custom Battles: Battle of Dunker Church September 17, 1862 Pickett's Charge July 3, 1863 Marye's Heights December 13, 1862 Battle of Philippi June 1, 1861 Potomac Fort (Aquia Creek) May 22, 1861 Mule Shoe (Spotsylvania) May 12, 1864 Devil's Den July 2,1863 Gettysburg, Day 1 July 1, 1863 Culp's Hill July 2, 1863 Stony Ridge August 29, 1862 Laurel Hill May 10, 1864 Cold Harbor, CSA right Flank (First Corps, Anderson) June 3, 1864 Western Theater Historical Battles: Battle of Shiloh (Pittsburg Landing) April 6–7, 1862 Battle of Stones River (2nd Murfreesboro) December 31, 1862 Battle of Chickamauga September 18–20, 1863 Custom Battles: Nashville Pike January 2, 1863 Hardin Pike December 15, 1864 Chickamauga, Day 1 September 18, 1863 Hornet's Nest April 6, 1862 Career Battles: 1861 1st Manassas Campaing Potomac Fort (Aquia Creek) May 22, 1861 1 Corps, 10-9 Brigades Newport News June 15, 1861 1 Corps, 0/3 Brigades 1st Battle of Bull Run (1st Manassas) July 21, 1861 1 Corps, 0/4 Brigades 1862 1st Western Campaing Ambush Convoy September 29, 1861 1 Corps, 0/10 Brigades Stay Alert February 25, 1862 1 Corps, 0/10 Brigades Battle of Shiloh (Pittsburg Landing) April 6, 1862 1 Corps, 0/20 Brigades 1st Winchester May 25,1862 Cross Keys June 8, 1862 Port Republic June 9, 1862 Cedar Mountain August 9,1862 Manassas Depot August 27, 1862 Chantilly September 1, 1862 Weapons Factory September 12, 1862 Corinth October 3, 1862 Prairie Grove December 7, 1862 Everettsville December 20, 1862 Blackwater Heights March 15, 1863 1st Franklin April 10, 1863 Rio Hill 25 April, 1863 Salems Church May 3, 1863 Brandy Station June 9, 1863 Siege of Jackson July 11, 1863 Mansfield April 8,1864 Saunders Farm May 5,1864 Hall's Ferry September 14, 1864 Hardin Pike December 15, 1864 Battle of Richmond Battle of Washington April 10, 1865 Would appreciate some feedback, completion and fixing of inconsistencies (not sure if all links refer to the proper battle)... My objective would be, separate the battles by date, and organize them by Theater.
  16. The following is battle on tuesday between the RSC and Rubli Clan The RSC comprised of a Buc,Victory,Snow engaged a lone Rubli Victory,leading to a 1 hour slugfest. Sadly better seamanship prevailed.
  17. How about fog in battle? and flags in the open world? and give ships their own name?
  18. Increased join timers — due to OW travel speeds — gives a chance for everyone to receive reinforcements. It allows battles to grow bigger. Obviously, depending on how that particular battle plays out, that can be a good thing or suck. You’re holding your own right when 6 enemy ships join and turn the tide against you. That sucks. You’re barely hanging on and the cavalry arrives. Hooray! Numerous good and complex suggestions have been made on how to deal with the whole revenge fleet, gank, or other problems associated with unrealistic OW speeds and battle join times, most of them dealing with circle size and placement, tagging, control perks, and BR limits. I suggest that right now, with the extremely low populations on both servers, we try simply increasing the join timer just to get more players involved in PVP. It would seem like it would be an easy thing for the Devs to implement and adjust. As it is, not only do you have to find a PVP situation on a very big map, you only have 3 minutes to do it.
  19. First of all 'Battle Instance' repairs should be limited, there are a lot comments on this issue, mostly because ships can repair all the time (every 10 minutes). I would propose a mechanic that would instantly remove the issue and add 'realistic' touch during battles: 1. Ship can repair all the time, either Rig or Hull (can't do both at a time) - Crew picks toolboxes instead of loading guns or tackling sails 2. Rig / Hull repairs are consumed every minute - As much crew repairs they consumes materials 3. Repair process requires crew (like now), but crew has higher chance of being hit by shots by a fixed value - Crew being outside of battle stations 4. % of Hull repair limited to 50% of current damage (plus modules/knowledge): - Ships hull can be properly repaired out of battle or in port 5. % of Rig repair limited to 75% of current damage (plus modules/knowledge) - Ships sails or rigs are easier to access and repair than parts of the ship under water For example if a ship has 5000 side Armor... goes down to 0... starts repair... it takes 10 repairs (250 each) in 10 minutes to repair to 2500 (50% - see point 4 above) - at this point ship cannot be repaired no more until getting more damage to this side of Armor... If it goes down to 0 again, it could be repaired up to 1250... After that to 625... 313... It is always 50% of current unrepaired damage (till the limit) This mechanic would: - prevent ships from repairing to full, brand new out of shipyard state all the time (in battle instance) - make ships with higher armor/sail HP more important in PvP / RvR - make ships made of Fir/Fir with stacked speed upgrades/knowledge less favourable in PvP / RvR - make armor/structure/repair upgrades/knowledge more favourable in PvP / RvR
  20. Now that some of our clan and I have had a chance at a few Epic challenges I realize that it's not just difficult but almost impossible to beat. I love a challenge as most do but I think the present difficulty level for Epic missions is a little too high. Facing off against 9 hardened, seemingly faster ships that not only load quicker but also have laser guided cannon balls is beyond anyone I know.. so far. I'm not a new player and certainly not the best. But 4 of 6 First rate ships (and players) lost their ships last night. The last 2 barely escaped with more then 60-70% damage. I suggest the NPC/AI ships be cut back to 6 or 7 not 9 and the AI ship be slightly reduced in armour and speed. I do like the extreme challenge of the Epic battles though and feel the missions are worth while keeping, just tamed a bit. What about different level Epics like before. Epic 1,2 and hardest 3. All for first rate competitors. I really don't mind losing my ship to a worth while challenge but sunk within a few minutes wasn't fun. I will refrain from calling is AI cheating but it was mentioned by more then one of our team.
  21. Hi everyone, is there any option or tweak to avoid being forced to proceed to the next day of a battle ? Each time I'm finishing my battle the game takes me out of the battlefield and I'm forced to proceed to next day of battle, it's frustrating... I would prefer to be able to decide to continue my battle or to move on to next day, like in "Total War" games.
  22. On May 11, 1865 in Palmito Ranch, Texas, Colonel Theodore Barrett elected to send a detachment of United States Colored Infantry and Texas Cavalry under Lieutenant-Colonel David Branson on a raid. Their mission was to attack a Confederate outpost at White Ranch, destroy their supplies and capture their horses. This was in direct violation of a previously established gentleman's agreement between Federal forces and Rebel forces in Texas. In February, the Union and Confederate forces, recognizing the war was nearly at an end, had agreed to an informal ceasefire. Hitherto May 11, this was recognized by both parties. Why Barrett violated this order is a bit of a mystery. His detractors claimed it was because he wished to seize military glory before the war was over, his supporters claimed it was to resupply by the supplies of the enemy. Regardless of the reason, Barrett was about to join the last battle of America's Civil War. The movement of Branson's raiding party was delayed until May 12, whereupon the troops at last made their way to the Rebel outpost at White Ranch, only to find it abandoned. the movement, having taken all day and night, exhausted Branson's men. Branson allowed them to rest. At 8:30, Branson was alerted to Rebel troops, who had made camp at Palmito Ranch. The Rebels had been alerted to the Federal raid (possibly by Rebels or Imperial Mexicans over the border) and were preparing to counter-attack. Branson decided to meet the rebels directly, and so essayed an attack on Palmito Ranch. Branson's men skirmished to Palmito Ranch and then broke the Rebel lines there. Branson's success was short-lived. A larger Confederate force soon made its way to Palmito Ranch and Branson was compelled to retreat to White's Ranch, where he entreated Barrett for reinforcements. Barrett received word from his beleaguered subordinate and immediately took action. Branson gathered the 200 men of the 34th Indiana and moved quickly for Palmito Ranch. Barett and the 34th arrived on the morning of May 13, 1865. Like Branson before them, they initially saw success, pushing back the Confederate raiders and finishing the immolation of Rebel supplies begun by Branson the previous day. Having accomplished these goals, Barrett and the 34th began to bivouac. It was then that Confederate Colonel John "Rip" Ford attacked with 200 Confederate Texans. The Federals formed battle lines but, without artillery support, could not hold against Ford's horse artillery. Barrett, recognizing the futility of the Union position, conducted an orderly retreat, keeping up a strong skirmishing line in the process. As the Federals fell back, Union Private John J. Williams was struck and killed. This was his first and only battle. John J. Williams was the last of 750 000 to die in the American Civil War. 100 Union infantrymen were taken prisoner. The Union suffered 12 wounded and 4 captured in addition to their 100 captured men. The Rebels suffered 3 captured and an unsubstantiated number of wounded. No Confederates were recorded as killed. Officially, the war had been over for 4 days. The final battle of the American Civil War was an unqualified Confederate victory. It was, by any measure, a pointless and meaningless battle.
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