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Found 6 results

  1. Here is the link: https://drive.google.com/file/d/1N3cG9B0zWicZCrkvqvOON1ihhdiN5OlO/view?usp=share_link Revision 00, first issued December 22nd, 2019 Revision 01, Updated Feb 04th, 2020 Revision 02, Updated Feb 28th, 2020 Revision 03, Updated Apr 18th, 2020. Revision 04, Updated Jun 26th, 2020. Revision 05, Updated Nov 18th, 2020. Revison 06, Updated Sept 30th, 2021 Revison 07, Updated Dec 07th, 2021 Revision 08, Updated March 05th, 2023 Thank you for reviewing and help updating and correcting!
  2. Hello Guys, I played UG alot some years ago. Now I wanted to make a new start. (Probably forgot most of my knowledge) I really enjoy "hard" / challenging games where I can dive deep. Which mods/difficulty would you recommend to have the most challenging and historical game/feeling? Also, which guides could help with this combination? Thanks in advance
  3. CAVALRY GUIDE: As far as I can, try to group cavalry units in a single Corp, then give the Cavalry Perk to the Commanding Officer (+Charge Damage Bonus). For small engagements with small brigade allowance, at least 1-2 Melee Cav. units are mandatory. One of the uses of this type of unit is rearguard/flank vigilance, supply train and artillery lifesavers (keep them close and hidden if possible). The Weapon Equipment depends on your tastes, Armory quantities, and your $ expenditure limits, but here I list my own preferences, sometimes a compromise between cost/efficiency ratios. Optional: If you want to use Cav. for Artillery-hunting (or Routed units finisher), equip them as Shock Troops with Shawed-Off Musketoons for a cheap one-time sudden blast delivery (25 Damage). Then fall back to reload. Same caveat applies to the Officers in command. Try to get a good balance between XP level and Barracks allocation. Colonel goes fine for most units, but try to maximize that J.E.B Stuart with a full melee build, watch and droll... All Cavalry unit doubles as a Recon unit more or less, the reason being the Spotting distance and fast movement capability, so I always choose the Horseback Riding Perk for the Speed Bonus. Depending on the Perks, I go for 3 kind of "builds" of horse units. Types: "Hussar" - Melee Cav. Bde. Perks: * Horseback Riding ** Cavalry Training *** Shock Cavalry Quantity: 750 men/Max Starts with: Palmetto M1842 (Revolver & Saber) Best: Le Mat (Revolver & Saber) Spotting: 800 Stealth: 50 Hussar-style melee shock troops. Fast units which deliver devastating hand-to-hand charges. Maximize man quantity for best results. Best used in pairs against sinlge and/or isolated targets. Flanking maneouvre and go straight to the enemy rearguard/supply line to create havoc. Click on target, wait 'till your unit approaches on trot and delivers a gun salvo, then (C) order CHARGE. If things go awry order FALLBACK and save the day! "Dragoon" - Mounted Infantry "Half" Bde. Perks: * Horseback Riding ** Shooting Training *** Mounted Infantry Quantity: 375-750 men (watch Efficiency Penalty) Starts with: Cook & Brother Best: Spencer Carbine Spotting: 800 Stealth: 50 Dragoon-style mounted Inf. Ideal for quick Victory Point captures. Run fast, dismount and hold the position until a "harder" unit arrives. Also, while mounted, all cavalry behaves like a skirmishing unit in a hit and run style of automatic movement. This requires a bit of micromanagement and cautious approach, but once properly learned, this style of combat is quite rewarding. "Scout" - Spotting Cav. Bde. Perks: * Horseback Riding ** Reconnaissance Course *** Mounted Infantry Quantity: 100-375 men Starts with: Palmetto M1842 (Revolver & Saber) Best: Sharps Model 1855/Sharps Model 1859 Spotting: 960 Stealth: 75 This type of unit focuses on information gathering, and reconnaissance roles. Mostly NON-COMBATANT ad hoc specialized hidden unit. Stealth and Cover are his best friends. You can go cheap and disposable minimun numbers or go for full veteran and well equiped unit. High tendency off "One Use Only"... Use them to monitor enemy movement, river fording points search, and as combatant resource saver. Better sending a 100 man fast unit than a slow Inf. Bde. to check clear that suspicious wood, hill or town. 3-star Skirmishers (Scout and Recon Perks) get 1032 Spotting and 600 Stealth for comparation purposes, but without the movement capabilitites of the mounted troops. I wrote this mostly for completion. Hope anyone finds this useful... any feedback (or criticism) is welcome. Feel free to post your own Cavalry Corps deployments.
  4. This is a no risk method for defeating a 1st rate with a light frigate. Step 1. Find an AI first rate whose crew are drunk. Step 2. Initiate battle close to shore and wait for them to run aground. Step 3. Wait until crew and ship get tired and roll over for a sleep Step 4. Sneak around and shoot holes in the bottom of the hull followed by grape. Step 5. When crew are dead board. Step 6. Smugly pose for screenshots with your trophy.
  5. So Let's first off cover all of the basics, in Naval Action there consists 3 different firing techniques: Rolling Front Fire, Rolling Back Fire, and Random Fire. Now each of these firing versions have a unique purpose and advantage. Rolling Front Fire fires all of the cannons in succession, starting at the bow of the ship and ending in the stern of the ship. Rolling Front Fire: This should be your 'default mode' this mode is used when performing rakes of any kind, hull or sails, is used when you are approaching a ship coming alongside it and YOUR ship is faster, and it is used when exchanging broadsides with a ship going the opposite direction. **Wind’s Visualization for Rolling Front Fire: http://forum.game-labs.net/index.php?/topic/10218-rolling-front-vs-rolling-back-tutorial Rolling Back Fire gives you the opposite of rolling front fire, firing your cannons in succession starting in the stern of the ship and ending in the bow. Rolling Back Fire: This firing mode can be appropriately used when a ship is passing you and HE is faster so that your broadside almost follows his ship in a sense, since any other firing mode will just cause you to miss the latter half of your broadside as he would have already been passed when it finally got to that. Random Fire will fire off your cannons In a random order. Random Fire: this mode is almost never used, the only real practical designation for this would be in some circumstances when firing on the bow of a ship that is coming at you if you try to use Rolling Front/Back he can easily adjust his course some and cause his ship to be at an angle for the latter part of your broadside. So if you use Random Fire he cannot effectively alter his angle for your incoming broadside as he has to dedicate himself to one side. Now, let's move on to Gunnery Arcs: Locked, Unlocked, Unlocked Focus 100m, Unlocked Focus 250m. **Throughout i will refer to this slideshow just to give you a simplistic diagram and hopefully help you understand it better: https://docs.google.com/presentation/d/1hSjDGU7sifg34C5OWDELDFsuPMmiqY6ARks026G97vI/edit?usp=sharing Locked Sector will fire your cannons straightforward with no angle on them. Locked Sector: This like Rolling Front Fire should be your 'Default mode' and is the most common to be used. Locked Sector is used for the basic shooting of an enemy's ship broadside, when raking, hull or sails, and unless otherwise specified use this mode or experiment on your own. Locked Sector especially with this new Damage Model is better for shooting at the sides of ships because it causes your shots to be going perpendicular with the enemies ships hull neglecting the angle of fire if side by side. **When using Locked Sector Focus is is imperative that you are going at a high/reasonable speed otherwise the back half of your broadside will not be hitting as you are not able to get your ship lined up with theres as they speed away. A little later on it will say what to do when going slow. **Sometimes when using Locked Sector Focus you will need to slightly turn so as to get the back end of your broadside on target. ( For Example if you were firing on a ship on your port side(left) and using Locked Sector Focus with Rolling Front Fire if he's faster than you or farther ahead then by turning slightly to the right when firing every shot will now hit, or if when raking a ship let's say on your starboard side (right) and you begin your rake with Rolling Front and Locked Sector than for the back end of your shots to connect you may need to turn to the left slightly) Unlocked Sector Focus will cause your Guns to be angled slightly inward Unlocked Sector Focus: This is used when you are going too slow for Locked Sector Focus and too fast/far away for the 100m/250m focus. Unlocked Sector Focus allows your shots to converge onto a smaller area then Locked Sector Focus, which is good for raking hull/sails when you are heading into the wind or against it as you will be going too slow for Locked Sector focus to be used effectively. This is also helpful for when you’re in a bigger ship and firing at a much smaller ship (Although who would be doing that ), with Unlocked Sector Focus your (let's say Trincomalee) cannons are able to angle inwards and all accurately converge onto the (Rattlesnake or Privateer) hull. The other unique purpose of Unlocked Sector Focus Fire is its ability to be used to specifically cause leaks underneath the water line (while Locked can do this just as well Unlocked and the 100m/250m variants are better at shooting the bow of a ship and causing leaks. **Why not use this for shooting at normal hull? While Unlocked Sector can be helpful as it is able to better specify where you want to shoot when your shots start to angle inwards they are now not coming in perpendicular to the enemies ships hull but at an angle effectively giving him more of a chance to block/deflect it. When shooting at a smaller ship per used in the example above the smaller ships armors are too thin to be of concern. In addition when passing an enemy going the opposite direction as you if on Unlocked Sector Focus or 100m/250m the back half you your broadside will most likely miss (See Slideshow) Unlocked 100m Sector Focus causes your shots to converge into a small area 100m away. Unlocked 100m Sector Focus: is just a more specified version of Unlocked Sector Focus and as such is used for less as it fills a small niche. Unlocked 100m Sector Focus can be used when you are at very close range for raking the stern/bow if going very slow and can be used to specifically target one mast to bring down if you are close enough. The danger of this fire mode is that if you are too far away the shots will not go at all where you wanted and will go off at very sharp angles. Unlocked 250m Sector Focus causes your shots to converge into a small area 250m away Unlocked 250m Sector Focus: This can be used as a longer ranged version of the 100m Sector Focus and just like that can be used in rakes on the stern when going slow and can be used to rake the bow as well. It is also able to target specific masts like the 100m Sector Focus but with less success and as such is better used as just raking all the masts when going slow. **Additional Videos For Further Representations Locked Section Rake: 250m Unlocked Focus Fire Rake: https://www.youtube.com/watch?v=9tY-ZZiwqBw When To Not Use 100m Unlocked Sector Focus Fire: https://www.youtube.com/watch?v=GuDTnrPgAmo When To Use Unlocked Sector Focus Fire: https://www.youtube.com/watch?v=cyc5esyihm4 When To Not Use Unlocked Sector Focus Fire https://www.youtube.com/watch?v=t_5lk1unJag Locked Sector Focus Rolling Front Broadside:
  6. I've been exploring for a while but am interesting in trying out some trading. Questions: 1) Links to some references, guides or tutorials. 2) Can I use a sell contract at any port? Or only those where I have an outpost? (And the resources in a warehouse) 3) Can I use a buy contract at any port? Thanks for any other tips or help you may provide.
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