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Found 27 results

  1. shop prices

    Everyone should be able to play on its own since he paid for this game (it's not a free to play kind of, remember?). The prices of the in-game items are insanely high and require a ton of grind to acquire. Also, you have to fix the ships' durability because it's no fun to try HOURS AND HOURS to buy or craft one and then lose it in a matter of minutes.
  2. On the 26 April 2016 I wrote the following: 'At the level of Capitaine de Corvette on a Cerberus the game is wonderful at the moment both as a team game (using ts3) and as a me vs the AI game.' At this time, the number of players was in excess of 1,500. This is about where--give or take a month or two--the game was a playable plaeasure. This is the game for which I paid €36.99 and so many others did, too. Are we to be abandoned? For what reasons? Is it ethical? Could we go back to the past and forget everything that has destroyed the game and made it 'fun' for only about fifty players? Continuing with a path that is wrong won't get you any prizes. Please, consider.
  3. A wish list for post release additions

    First off, I want to say to Nick and his team what an amazing job they have done and how magnificent this game is. When I was young I played Robert E. Lee: Civil War General and Civil War Generals 2 and found in many ways this game is a spiritual successor, but superior in almost every meaningful way. Now that the game has been released, I wanted to make some suggestions for what I think would be improvements - some quality of life, some additional features, and some to set the groundwork for more replayability. When beginning your game, after making the choices to define your starting stats, have a final choice after which side where you choose your portrait from a selection. I really don't like being forced into the same portrait each side, each time. Please allow us to change it. Provide some mechanism for division commanders to be visible on the battlefield. I am not talking about another headquarters unit, because that will lead to more micromanagement in later battles, but perhaps something akin to what CWG and CWG2 did with a gold star on the brigade that had the division commander attached. Putting another star on the brigades in UG:CW is not the answer because it will confuse with veterancy stars, but a flag or a banner would work, and clicking on that unit would give the division commander in addition to the brigade commander. It would also be good for that brigade to almost act like a mini-HQ unit and give a small bonus to nearby brigades that are only of the same division. This suggestion also relates with item 6 below. Greater flexibility in custom missions. Allow custom placement of troops before the battle to increase the "what if" factor, allow custom generals to be added (custom names, etc). This is a hard one, I think: the maps you have are beautiful and due to being hand drawn were no doubt labor intensive. However, creating and releasing some maps for alternate areas which were only the site of small battles, or where a battle might have happened but didn't, etc to allow for use a more custom missions. Special traits that apply to historical generals. Don't get me wrong, I like having the ability to use the prestige purchasing to have generals like Reynolds, Hancock, Sedgewick, etc in my army but apart from the historical value they are no different than a general you can buy from the barracks and to be honest, by mid game I am using my prestige for resources and even then only sparingly, to keep it up for the morale bonus. There should be a benefit to employing historical generals - especially the good ones - such as custom traits that make their use very desirable. The ability to rename divisions. While the Union relied on numbered divisions at least in part, the Confederacy named their divisions the same way brigades tend to be, by naming them after the commander. So, I think on the battlefield map it would be a nice touch to have a show the division name under the brigade name. So, under "Armistead" it might say "Pickett's Division". Thank you!
  4. Gentlemen, I consider myself to be better than average at the game. On Brigadier General difficulty I have played through the Union campaign without losing a single battle. On the Confederate side, I've played as far as Chancellorsville (haven't had time to play further) and not lost a battle there. So I decided I wanted to try Major General difficulty. Now, I cannot beat the very first mission! Despite inflicting considerably more casualties, I was not able to take Phillipi the first attempt and in the second attempt, while I got troops across the river I was annihilated shortly thereafter. Being outnumbered initially is bad enough, but there are reinforcements that show up (that I don't recall arriving on BG level), to say nothing of trying to withstand the counter attack in phase 2 if I ever made it that far. What am I doing wrong? My normal strategy is to put a skirmisher on the heights as soon as the battle begins while taking my brigade and other skirmisher into the woods on the right to drive those rebels away. Once the reinforcements show up I would swing around to cut off the retreat of the rebel skirmishers on the heights, then swing north to surround and capture the rebel brigade holding the town closest to my troops. Then, with infantry and artillery wear down the enemy forces holding the bridges with my troops in cover and once they run rush across the bridges to drive the rebels out of Philippi proper. None of that works now. The initial rebel skirmishers run as soon as my other troops show up, and once a volley or two is fired at the rebels in the closer town they too retreat. Once I was finally able to soften up the rebels holding the bridges, just as I cross (and with my brigades now at like 1/2 strength, despite using cover) I am immediately counter attacked by fresh rebel brigades. Here is my final screenshot: https://steamuserimages-a.akamaihd.net/ugc/854972554290936591/ED592132D233E229F6117CA798264FABDBD2B84A/ Any advice? Like I said, I thought I was pretty good, but I now know how McClellan felt when he thought he was up against 200,000 Confederates.
  5. What is the point?

    Why even do PVP anymore? Why even play the game as all the big clans only have access to the lineships? Currently everything is so limited and the only thing that an infrequent player can do in the game is to just bag some AI and do trading. Wnna do PVP? Sure, let me give you this shit ship against all the BS ships with all the way too overpowered upgrades, bow figures and such. Now, to just say this before anyone brings it up, I have NOTHING against 1 dura ships, I think they are a really good idea and will make you more cautious in battle against others. The problem is that as soon as you leave the battle either victorious or the enemy has ran away, you cannot teleport to closest friendly port anymore. WHY? What is the point if you know that there will be some others waiting in the open world to just gank you straight after. I remember the days before the wipe as we would happily sail to an enemy port to get some PVP going on and have a blast fighting other ships even outnumbered and running away or fighting to death. Now when you managed to run away no matter where you were, you were rewarded for that. You could get straight to the safety of a port. Why was that removed? Oh let me guess. Everyone was complaining how their precious little prey got away from their huge fleet of frigates and lineships. If you manage to do that you definetely should be able to get straight to safety. In real life you ran away from something you were not just teleported to the middle of a million ships, you actually got away from them FOR GOOD. PVP is really only limited to the few stray ships that linger to your capital, for the casual players that is. Yeah and about the lineships. Why do we have these conquest marks in? Or even the combat marks? I do sort of understand the combat marks that you can buy upgrades and such with them but the pricing is way out of line. So what I've heard is that only the bigger clans control the conquest marks as they are the only ones really even allowed to get them. It is just stupid. When I first played this game back in 2015, I of course wanted to get bigger and bigger ships as I progressed with the game. And finally reaching the rank of rear admiral and getting my own victory, it felt good let me tell you, even though I used it very rarely. Now it seems I cannot get the ship, nor can I get my favourite, the Bellona. Why? Oh I guess it is the port battles, which were just 1st rates vs 1st rates. That is understandable BUT atleast they were balanced which is the key factor to any video game. I've never done any port battles as I have no interest in them to start with as everything is so controlled and it takes a long way to sail something to the port that you want to fight for. I'll be honest, I don't have the patience for it. How to fix this then? Give the teleport to closest friendly port back after battle, get rid of conquest marks and combat marks and make the upgrades craftable again or just simply make everything more accessible to the casual players, that means lowering the prices for everything or increase rewards. All in all, I respect the developers trying to make the game more realistic but there are so many more simple ways to achieve that and which will actually make the game fun again for moments like these: http://plays.tv/video/5890f8453a2b8c09dd/-d
  6. Clan Management

    Hello, i am a member from the German Clan DKF on PvP EU Vereinigde Provincien. Our Clan-Leader/Creator is offline since 26 days because he is in Hospital and none of the left Members can contact him. As most players stopped playing the game we also dont have any active officer and are stuck in rebuilding the Clan. We dont know when or if our Clan-Leader comes back to the game. Is it possible for you to promote me or Horrido28 from DKF to the Clan-Leader until he comes back? Actually we cant build the warehouse, cant invite players (only if we get one of the former officers to an invite,which is also difficult) and are struggeling with keeping players in the clan. regards Enemy
  7. Feeding Crew

    For the past 8 hours I have been traveling from Fort-Royal to Little River in America. While the sailing is realistic and takes such a long, long, long, LONG time, it's not realistic in its own right. I have a ship full of trade goods which I'm going to sell, and have spent 19 days on the sea, with my crew being a group of gods. I was thinking that without fish or other kinds of rations, they should start dropping like flies. This would make kind of a give and take with the bigger ships. Larger ships means a bigger crew which also means more dedicated space for food and fresh water, giving another layer of realism into the game that I think could fit in quite well, and make fishing more useful than just selling off next to useless goods.
  8. Hello, what happend in the following case. If im in a combat, main ship and One Fleet ship, i could manage that my fleet ship esacpe. For example my trader with Cargo. If i loose the battle and my ship sunk. What happend to the fleet ship? Am i in port with it? Am i in OW with it? Is everything lost?
  9. Salvage Interrupted

    Every time I get alongside a ship and X to salvage I keep getting interrupted. The ships hold contents show briefly and then disappear. Sometimes after repeated attempts I may manage to salvage some items. Sometimes not. I will try and F11 but its not easy because it always happens in a battle situation.
  10. Why do the forts not shoot in port battles to fully cover cap circles? In most port battles the circles are hardly covered, why is this the case? It does not make sense that the cap circles are outside of the forts' defensive zone of control. You build forts to defend important things. not the fish in the sea.
  11. Fleet Management

    Hello, after some time i came back to NA. Getting back into the game i found the Fleet-System really complicated focused on the Management of it. Is it possible to have an combined Hold for all of your ships? Actually you can only acces the one from the main ship. my situation was or is (to explain it) . After the wipe no money but severall ships without guns so its basic cutter action. Basic ships cant be sent to the fleet so if i try to make money with trading i can put unarmed regular ships to the fleet for my trader or use BC with trader in the fleet. in the harbour everything is ok but on open water you have no access to your fleets ship hold. even i had a trader i couldnt pick up material from a shipwreck and had no outpost there due to the distance to my countrys ports. when you board npc traders or get materials from sealed bottles you often cant take it with you due to the lack of hold from your main ship while having an empty trader-ship in your fleet. so why not combine the hold of your fleet? those ships are with you and in battle you can give them orders so why not in other situations? also you only can split the fleet in an outpost which is ok but you should be able to pick or switch your main ship on open water when your hold is not combined . maybe with yawl you can buy or as a perk for your ship. at least this would alllow you to use ships of your fleet for specific missions or situations. hopefully i could explain my point of view. open for discussion. regards
  12. ..I guess you made it. If this what comes after the wipe is going to be Naval "action", you totally managed to ruin the game. Did not think this was possible. This is my last post on this Forum. Goodbye.
  13. This game is getting better and better with every patch but i do find a few things really annoying. The first being the time limit and the required 20 minutes holding of an objective to have it captured. I just rage quited the battle of Cold Harbour when i playing as the Confedarates lost the entire battle because i didn't cap the objetive in time i.e. the timer ended LITERALLY A SINGLE MINUTE before i "captured" the little forest on the top of the map during the left flank phase, and this was caused by a 2800 strong Union brigade that charged my ranks and i was unable to rout them before they managed to occupy the point again (i did have 2 brigades defending it but i was outnumbered). There should always be a option to prolong a battle for an extra 30 minutes because i don't think that in real life there was a single instance where generals would retreat their forces at exactly 14:00 or 15:00 if there was a chance for a huge breakthrough or victory. Reputation is a feature i really do like, it rewards you for winning battles by increasing your troops morale and giving you extra manpower or guns if they are urgently needed but i don't see why it is caped at all. The "logic" behind this implies that you can win every single minor and major engagment of the Civil War killing hundreds of thousand of enemies and destroying hundreds of guns but if you loose 2 battles like Chicamauga and Cold Harbour you lost the entire war. There shouldn't be a reputation cap but the morale bonus can stay at +15 so that it doesn't get overpowered. Double standards i also find really annoying, but i dont know how prominent they are because i only noticed it once. Because i play two campaings the main one being with the Confederates and my "side" one with the Union, i play the battle of Chicamauga as the Confedarates first and managed to control all objective 1h before the timer ran out, and the game normally proceded to the next phase. So when i replayed the battle with the Union i didn't want to waste my elite 1 Division of the First Corps defending the two river passages on the left of the first phase. Resulting in the Confederates capturing them and i instantly lost that battle. There shouldn't be any double standards because it gives the AI an unfair advantage.
  14. Hi guys, long time lurker first time poster etc etc Just played the First day of the Battle of Chancellorsville as the CSA and secured all objectives on Day 1. As the timer for the day ran out the fight continued as the contested timer ran down for Chancellor's Farm. Immediately the timer hit zero the dreaded notification popped up: "Advancing to the Next Day." I understood from the recent patch notes that the bug that prevented a victory here on Day 1 had been fixed. This appears not to be the case. Has anybody else had this problem? Thanks. (NB Devs I absolutely adore this game, I have put a few (hundered) hours into it since Tim Stone at RPS brought it to my attention. Thankyou.)
  15. Exploration mechanic proposition

    Ahoy! fellow captains ! Here are a few propositions for Exploration : First of all, a new XP with new progression called "explorer XP" to get new rank or "explorer level" like the current level and grade but for exploration. - New exploration mission from admiralty according to player explorer level - Prepare food supply depending exploration duration (there is a minimum required according to the rank of the mission). - Hire specific crew (scientist, doctor and cook) (there is a minimum required according to the rank of the mission). - Expedition will be more easy and profitable if you create a group with different ship (trader ship to bringing back ressources and holding food + combat ship for protection, shallow ship for shallow area) - The expedition is shared with the members of the group even if they don't have the required explorer level. They can't take a big exploration from admiralty but they can help a good explorer. - Sails to mission point on map, (like current mission but with new symbol). - Travel map is loaded instead of loading screen for more immersion. (animated dotted line) - Player enter in instanciate zone, the map is partially hidden at the biginning and will be discovered during your navigation (fog of war). - Player can stay in this instanciate zone as long as he has food supply on board. Food decrease during the exploration. (The food is shared with group member) - During his exploration, player can found some area (town, reef, ark, waterfall, lighthouse, etc. on the coast or on river). (there is a circle surrounding this point of interest) - He can stay in this circle during some seconds (circle loading) to trigger a discovery. - Discovery is like a loot after a fight. There are diffents discovery type and it's partially random. - Historical artefact (can be sold for lot of gold) - Rare material (for crafter) - Pets (collection card, can be sold) - AI Pirates can attack you during your expedition (so you probably need a protection ship, trader ship alone is risky) - Exploration is ending when player has no more food on board or if he decides to leave the instanciate zone or if pirate beat him) - He gain explorer XP and gold according to its discoveries, the purcentage of map discovered, and fight won. To sum up : - New XP with new progression, explorer levels. Sailing through the carribean gives explorer XP instead of normal XP - Exploration mission need preparation (food, crew, and group) - Instanciate map can be made by procedural generation or not. - New environment with new fauna and flora (ice, sand, cliff, jungle) and building. Caribbean is beautiful but new lands will be great and contemplative for PVE player. - New group gameplay (some can fight and protect his friend, other can explore reef and store discoveries, and another with shallow ship can explore inaccessible zone) - New items : - Historical artefact (can be sold for lot of gold) - Pet collection with common, uncommun and rare animals to add a collection dimension (no balance needed, pvp is not impacted) - Rare material could be found (trader ship required to bring back all the materials) This material can be used by crafter to craft exceptionnal ship (maybe for 1st, 2nd and 3th rates ships to reduce their number and make them more rare and exceptional) or new customization stuff (paint, stern, figurehead) We can imagine exploration event with big national fleet required. As soon as a national exploration fleet enter in the exploration instance. The instance is closed for other nation. Exploration instance are rare and discovery can be extremely interesting. Exploration event could give a national bonus for a period ? (not sure ;)) Moreover, other nation can create an interception fleet to fight returning expedition. It could be a new PVP area with lot of interaction, lot of different ships not like Port battle. If you have idea for the explorer title/grade/rank ! I'm waiting your feedback !
  16. Port resets on a schedule?

    I suggested this in a different thread and section and it was recommended by some that I bring it here: A port reset should happen on a time schedule almost like a sports season. If the Devs implement an admiralty points system, all admiralty points earned by a nation during a "season" could then be totaled to determine the season's "winner". Everything a player does that is productive should earn at least some of those points. That way traders, crafters, port battlers, PVE-ers, and PVP-ers will all have some role to play in a nation's victory or defeat. Individual prizes could be awarded to stand out players. Infractions and national players who are convicted in tribunal could result in a loss of some admiralty points as well.
  17. Am I missing an obvious clock on my screen? How does one tell the server time? Is it Zulu GMT? I'm having trouble figuring out how late I have to stay up to get in on a PVP.
  18. Fixes Needed

    I have followed Nick's work since Total War and have put a decent amount of time into UG:G. As soon as I saw UG:CW, I had to pick it up. Even in Early Access, it's a fantastic game, with tons of replay-ability. However, I have seen some issues that I thought warranted a post. 1) The auto-shifting and alignment of brigades. Sometimes the brigades just move, or charge or don't shoot. No explanation, no warning. I'll set my lines and shift to another part of the battlefield, only to come back with a unit routing because it charged into the open or decided to move laterally down the line. This was a problem and UG:G that I think needs to be fixed here. The same goes for how the brigades rotate. 2) RETREATING This one is so incredibly frustrating. My units retreat behind their lines or vice-versa. This becomes "game-breaking" in the larger battles when you're literally stretched paper thin on every front. You rout a brigade and it retreats to YOUR rear. Another problem from UG:G that needs to be readdressed. 3) "Mob Firing" I think the reason that point 1 happens is because of units not wanting to fire through their own or enemy units. Therefore, someone needs to move. However, sometimes I have units fire from behind other units and other times I do not. Sometimes they just charge instead of firing. The computer seems to have none of these problems though. At Antietam, thousands of Yanks occupied the same field and fired continuously, without shifting or charging or rotating awkwardly. 4) MELEE! Melee is fine for the most part. The frustrating part lies in what happens after they've won. Sometimes they fallback well, sometimes they get tangled and stay in melee perpetually, and sometimes they just follow the retreating units back until they are obliterated by it's friends. I want to end on a high note, so... Game-Labs, you have brought me a piece of my childhood back, and for that I will support your work always. The Sid Meiers and Sierra Games were favorites of mine, and you have made them so much more enjoyable 20 years later. Cheers!
  19. Open world ship's telescope

    For a while I have been wondering why we have a telescope to see ships closer in open world. It doesn't seem that we see more or get more information by looking at the scope. In the regular view you can select a boat that is barely a dot in the horizon and get full information on it. Furthermore you don't see more in the haze whether you look with or without the scope. Bigger doesn't really make a big difference since we're all looking at screens. Suggestion: First make ship visually "sink" in the horizon to simulate curvature of the earth . A ship far away might show only the top of the mast depending on the size of the ship. If you want to see more switch to the telescope to simulate sending a lookout up the mast and you'll see more of the ship since you're higher (you are reducing the angle created by the curve of the earth). Second, to enhance the contrast between regular view and telescope view, make it so in the regular view ships can only be seen as they are and without any information and data; Then when you switch to telescope view, it lets you identify a ship in the horizon with all the data as we currently do. Third, remove some of the haze while in telescope view. Some ships may appear that you could not see while "naked eyes" or land features, flags etc... that you where too far to see are now clearer. As a whole this is more realistic than clicking from one spot to another regardless of how far they are. You identify one boat at a time with the glass. Also it simulates the ability to see past the curvature of the earth by climbing up the mast as well as collecting more light in the scope to cut through some of the haze or darkness of the night.
  20. Sail Ho or Sail No

    Just listeniing to this song (see below) while sailing a TRADER home (afk sailing) and while typing on the forum. Sure, this might have been discussed before, but if so again: As trading was my bread an butter early in the game, I still love sailing good cargo safely home. commenting recent changes: So, teleport with cargo went = GREAT AI fleet in for trade protection = GREAt Still: No one can expect me sailing a ship home for 30 min (or even more) three times in a row and permanently check the horizon, turning and clicking the mouse round in circles. So, I do AFK sailing, recently I get caught sometimes due to my habit "afk sailing". So, my ideas on this. I am an "armchair general", but PRETEND being a CAPTAIN. A CAPTAIN is sitting in his cabin and writes on his log, he makes plans, he is NOT looking out, there is 1 sailor being appointed to the lookout and this is never the captain. He has got more important things to do, like pleasing his wife or DO THE DAMN KITCHEN !!! I´ve never been a big fan of increased OW speed, another problem solving method would be to make AFK sailing more convenient ! Give me a SAIL AHOY warning IN GAME ! How? At least a BIG noise after an ENEMY TAG or (best !) if an ENEMY ship is in sight some sailor shouts SAIL AHOY ! This will awake every captain and the armachair general runs out of the kitchen back to the NA!!! Only chance I see for the game to make it accesible for the casual with a spare 1-3h per day.....
  21. A duel!

    This was just a thought but with the new smuggler system my friends decided we would love to see if a basic cutter can beat a les gros ventre (it can) we did this in a battle when it was green on green, now we all know that there is a duel system in the game but it restricts it to a certain level of BR, my proposition is to have a matchmaking system where a basic cutter can ask a santi to fight and the santi can either accept of decline, in this battle it would be conducted as an "honorable" battle and as such nothing would be gained nor lost this would allow players in nations to test things that they might want to try and even be able to settle beef on the open world. Thanks
  22. Server Locations

    Hi everyone! I just had a quick question about server locations for this game. I currently live in Japan, and am worried about lagging if I connect to servers in the US or EU. Are there Asian servers for this game? Really looks like something I would love to play! Thanks!
  23. Did I do it wrong?

    Tonight near the end of the game I had a player on the other team making ... well, comments about my play. I thought at first he was joking, so laughed it off. Turns out he was serious, and made it clear in the 'tween games chat that I was an idiot and a bad player and didn't know what I was doing; and to top all I was rude and inconsiderate. Why? Because I didn't give up. He was mad that the game went 10 minutes longer because they had to chase me down. I spent my time running, then jigging to fire into the pursuers, then turning the other way and shooting my pursuers. I'll grant you that I was totally outclassed by the three on the other team. And I was the last one alive on my team. But this user really wanted me to just give up and let them kill me to save time. Now, I thought the game timer that bumps the game out after an hour was there because games could last that long. This one was around 35 minutes I think. And I did mention to this player that he could have dropped out if he was tired of chasing me and drop into another battle. That didn't help. So, what's the consensus? Did I screw up by fighting to the end, or is that the point of the game? If it's considered rude to fight a losing battle by the majority of respondents I'll change my play. Thanks for your input!
  24. When do you play?

    what time of day do you generally get to play? (local time) I myself play early morning or late at night, seeing as it's summer and too hot inside for any other time.
  25. Will we have to pay for ships, Because in the pre order menu it says the Yacht is a $20 value and that leads me to believe that we will either have to grind for weeks to get the points to get a new ship, or we can pay 20 bucks and get it right away. just curious.